LD34 December 11–14, 2015

Obligatory timelapse of my entry, Pig Belly Runner.

LD34 was my second Ludum Dare and 3rd game jam overall. This one turned out pretty decent and complete, though could use some tweaking. Here’s a timelapse of the development over the 48 hours it took. I entered the jam because I couldn’t make the start time of the compo, but decided to stick to 48 hours anyway.

The major take away I will apply to next time: Sleep is for the weak..? No, in all seriousness it’s that I’ll probably rope in a few friends to do some quick-fire play-tests if I have time to spare.

And of course, here’s the link to the game page if you want such a thing.

Tags: arcade, ld34, monochrome, panda3d, python

OS X Game Testers Needed

A few of you tried to download the OS X version of my game but it did not function properly for people who did not have libraries installed. I have updated the download link to a version of the game that has the necessary libraries included. I need people to test it out and make sure it works on other OS X computers that do not have SDL2 installed. Thanks! If it works for you, please let me know in the comments!

http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=62665

Comments

18. Dec 2015 · 01:31 UTC
Didnt work for me. Running the unix executable tell me “Library not loaded”. May be I dont have SDL lib installed. I am on OSX 10.11

Going On With The Stream

Hello again,
I go on playing your games in 5 minutes on stream.
You can come and send new entries but I will play them after 12 games I already have.
I won’t be talking (I don’t have a proper place) but I’ll be in the chat and I think it’s still valuable to see how I do in your games.
Stream Here

Note: Do not post your game in comments.

If you would like to try our game:
Lost Contact

Give Slum Runner a spin!

Hey guys,

Just a shameless plug here, as I’ve been super busy since the jam and haven’t had time to do a sexy post-mortem yet. It’s coming! Really hoping to get some more feedback as this is my best LD entry by far, and I want to get as many eyes on it as possible!

Go go go: http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=33962

SR Logo

 

I rate back btw, so just leave a comment and I’ll get to your game tomorrow (planning to hit the 100 mark and need more games!)

hack.source.net Timelapse!

Yup, got another timelapse up! This time, instead of using Chronolapse or FFMPEG to generate the video, I ended up using Blender instead. Let us know if it’s an improvement compared to the other videos in the playlist below.

Here’s our development process for hack.source.net, where I end up going circles debugging a ton of networking problems. Then a blur at the end where I drastically improve the graphics in the game. Ah, classic game jam panics.

Tags: blender, chronolapse, hack.source.net, timelapse

Comments

Evergreen Games
18. Dec 2015 · 02:05 UTC
How did u use blender for timelapsing? Btw really cool game.
18. Dec 2015 · 04:47 UTC
Also, these were the videos I used as reference to get started on this process:
Evergreen Games
19. Dec 2015 · 02:28 UTC
Cool thx!

“Greatest physics-based game that doesn’t use real physics” a Post-Mortem of a travesty

What Went Wrong

I honestly don’t know where to begin. I will start by saying after LD33 I spent about 95% of my time trying to better my game development skills. Learning how to do different things, like rotating towards an object or creating a mouse zoom. I even watched several videos on Khan’s Academy on Calculus and Trigonometry because I never learned those back in High School. I really thought I was prepared for this LD and then the themes were announced and I was like ‘yeah I got this’. Well I didn’t have this… heck I didn’t have anything.

All that preparing went right out the windows. I started making some art like I normally do and starting drawing blanks on how to actually implement the ideas I had. So I changed my idea around and came up with a new one then I went to bed. Woke up Saturday morning and started in on my new idea. a couple of hours later I was like “This is totally not fun at all”. So I scraped it and stated in on another idea I had thought of which also turned out to not be fun. At this point I was getting frustrated and depressed. Its such a motivator killer to discover your game is no fun. It was at that point that I gave up…. I was out of the Compo and boy was I depressed. I’ve never failed to make a game in all the times I’ve entered the LD.

Being a failure is no fun. I sulked and moped around the house the rest of the night then I went to bed. Woke up Sunday morning and had a thought about a game I could make. I came down stairs and did a little prototyping. I liked the results so I continued to flesh it out. I was inspired! Now I only had 8 hour as I had a prior engagement that would take about 4 hours. I was able to reuse some of the art I had created on Saturday so that made me happy it didn’t go to waste. I was half done when I again realized the game was not as good as some of my other games, as it was only mildly fun. Alright I’ll be honest… its no fun at all :) so when something is not fun you need to make it funny! lol!

What Went Right

1. I made a game!

I need to start strong as I don’t really have anything else… So yeah, I made a game for LD 34 and I’m not a failure!

If you’d like to try and judge for yourself you can play it here

I ask 2 things though.

1. If you do try it out please leave feedback.
2. The track only goes to 20, if for some odd reason you get beyond that can you leave feedback on how you did it. In all of my testing I never got past 11 or 12.

Comments

18. Dec 2015 · 02:05 UTC
Dude, is your avatar Tatewaki Kuno? Nice. 😉 I’ll play your game when I have time!

Alien Pathogen

Hi , It was my first Ludum Dare entry , and there it is “Alien Pathogen” Top-Down Sci-Fi Horror Shooter game. Take place at MARS Alien Pathogen Control Facility – Extraterrestrial decontamination Unit  (2315 year). Alien pathogen escaped from lab and Horror started.

A Small zombie Like Alien  Creatures which are living and acting as flocks .If they see you or smell you they will attack you and kill you. If they touch the water they will grow and on the and they will explode and create few small once.  Save your self  using different weapons .

SC4SC3

output_LbXUx1output_tUEv0b

 Download

Comments

oz2mura
18. Dec 2015 · 01:52 UTC
Whoa, intense gifs and intense mechanics. Putting this one on my list to play, looking forward to it!

my procrastinated post mortem

So, this is my post mortem.

It was my second ludum dare (the first alone) and some things went better and others not so much.
Let’s see:

procratinator tvProcrastinator tv

Went right:

  • Better practice on pixel art (not good yet)
  • Learned that it’s better to have a color palette (I have used this site -> https://coolors.co/).
  • Improved mood (this is something I really appreciate while judging other games)
  • Learned something about Construct2 path finding behaviour (despite the fact that in the end I didn’t use it)
  • Streaming. This time I had streaming in real time. So if you want to see how I developed this game you can see in last videos at http://twitch.tv/martim00. You can also follow me if you want! =) I am developing an adventure game engine based on phaser.js!
 cleaning the houseCleaning the house

Went wrong:

  • time (when you work in a group you can focus on details that make difference, especially sound, music and animation. Those things were left to last hours, this time)
  • jogability and usability (I think those could be improved, like some commenters have pointed. Notably the player deacelleration and procrastinator time alert)
sprayKilling cockroach main You can play my game here

Post Mortem – Tile Breaker Revolution

A few weeks ago I got a book to learn Unity. Most of the chapters were for 3D and I was really excited about it. Eventually, the 3D math got me discouraged, because I was having a hard time doing what I wanted to do with my objects. I decided to transition to 2D and found some great youtube tutorials.

One of my friends mentioned that Ludum Dare was coming up so we formulated a plan with another friend to have our own Ludum Dare meetup and all use Unity. We decided to all stay at my buddy’s studio apartment for the entire weekend of the compo.

We got to the apartment Friday evening and set up our laptops and monitors. The first night when the theme was announced I decided on my two-button control scheme of clicking and boosting with a ball moving around. I decided to try to make an area where a ball could bounce around and used a pong tutorial to help out with the physics and some of the interactions. I got a little discouraged that night because there were so many unknowns and so many things I needed to do.

We ordered pizza and worked a little more. At the end of the night I decided to write out every small thing that I wanted to accomplish the next day. Saturday, the whole concept started to come together because I was listening to this new Remix Collection by Topmodelz, which inspired the open-world and the music. I made most of the level on Saturday and decided that I needed to share my experience of listening to Euro Trance and testing my game with everyone so I started making a song in the style of that mix. I slept on the kitchen floor at 3 AM.

On Sunday I spent a few hours finishing up the song and then realized that I still had a lot to do. I made all of the pixel art that is in the final version, added particle effects, added sound effects, finished up the game logic, and then cut a lot of features at the last minute!

After I submitted my game we got some food, played a bunch of compo entries, slept on the floor again and then went to work the next morning and got nothing done. This was one of my best weekends in recent memory and It’s so cool to see what we all made. I plan to continue working on my game so that I can release it or a different game with a similar concept. See you guys next time!

TLDR: 10/10 would do again

GAME PAGE

Slime Smasher Post-Compo V0.3

Post-compo version of Slime Smasher has been updated with new challenges.
New slime and boss slime. Particle effects. Keyboard bug fix. Better game over screen.
slimesmasher

The Artifact – Walkthrough

I’m very happy that people are playing and enjoying The Artifact and I am aware this is a tricky game and lot of people got stuck so I have made a quick walkthrough to help those in need:

You can play The Artifact here

LD Post Mortem

It was my second Ludum Dare in a row, so I already knew that its going to be though. The theme got announced at 3am and I had instantly an idea, so that went well. I used Unity 5.3 which I used in 33 too, I knew my weapons and started forming my idea. The first pictures were made and the core gameplay was ready.player and grass

But then I decided to move from a sheep to a lawn mower and I think that it was the right decision.
Titlescreen

What went well:

  • The Idea
    • I choose the idea pretty fast, which gave me enough time to work on other things
  • The art-style
    • I think this game looks miles better then the other I made
  • The core gameplay
    • The game has 3 levels, an end and a victory, more than I have ever done in my last LD. And this was my first time without Random Levels which was a good move, because making the levels myself means I can balance them without rewriting a lot of Level Generator code.

What went wrong:

  • The time management
    • I wanted to do a compo game, but the game wasn’t ready and without any sounds, which makes it boring. I planned to do Power Ups which weren’t ready too
  • The passiveness
    • The games plays too passive, there aren’t any ways to kill the other lawn mower without killing yourself, I thought of adding weapons but the time ran away…

Go play it here!

Hints for other LD participants:

  • Prepare your worksation!
    • Dont just check if you have unity installed, check if you can build your game!
  • Test yourself
    • Give yourself the objective to make something, like an working UI, or a Character Controler
  • Build up a base code
    • I had some scripts for Camera Movement, Camera Ratio and a working Mesh Generator!

 

Feel free to use my scripts or even include them in the next LD, if you use them feel free to credit me, but that’s not necessary!

Camera Size | Camera Border

Those Objects need to be in two separate Cameras, Camera Size in the parent Camera and Camera Border in the child Camera

CameraBorder CameraSize

Screen

Snowman Builder Extreme After Hours

Snowman Builder Extreme’s idea came about quite quickly and was shared by other participants: roll a snowball down a hill to make it grow while stuff happens. The twist in SME is that you pick up typical snowman stuff: carrots, pebbles and hats and they accumulate and roll down with you, similar to the Katamari games.

Create an Extreme Snowman right now!

The growing theme was thus growing the snowball itself but also extending the ball with a bunch of carrots and hats.

The two-control part was easy, the snowball moves forward by itself and you can only apply force to the left or right, which also helped in making you feel less in control of this thing thundering down the track.

Snowman Builder Extreme Action Shot

Overall I’m very happy with how it turned out. My artistic skills are minimal so I used external assets from places like opengameart and freesound and a theme by Kevin MacLeod from incompetech, which I’ve always wanted to do, but I took the time to add a simple menu and other game-y elements, statistics and achievement titles.

Tip: Always take time to add menus and hud overlays where appropriate, I didn’t last time and it made the game worse for it.

The movie above is me showing you can get the highest title “Expert” in the game. Reaching the absolute end of the track is not easy. Try it yourself!

The Good

  • Making use of assets allowed me to focus purely on the game and engine code (and I needed the time)
  • I made a track generator that works with simple rotation and length instructions to create the track and wall mesh blocks and collision + direction information
  • Creating the game showed me where some of the holes were in my custom WebGL engine and it got better just by being used for something new
  • At the end of day 2 I was a bit demotivated, it still looked rather barren and most of the game wasn’t there yet, so on day 3 I started with pure gameplay and once I saw the carrots and hats rolling along with the ball my spirits lifted quite a bit. I could get this working and it was fun too!
  • Adding the titles. When the game reacts to what you’re trying to do, it feels very satisfying. Always put in effort-reward points and/or cycles. BTW: there are 16 titles total, get ’em all!

The Bad

  • My engine does not yet have built in collision detection and we all know how much fun that can be, especially in 3D. As a result, it is possible to fly through walls at certain angles and speeds but it happens rarely enough that it would just have to do. LD is not a time to spend 2 days fixing it, but the track gen + collision info gen took me a full day
  • Like most LD entries, there’s a lot of low hanging fruit. Small improvements that would add good value. But Monday I had a 20-hour day and that was just enough to get to where I got now
  • Good+Bad: It looks like a game from 1996 because of the simple 3D objects but I decided to own it and promote it as if it was a low-budget game from the early PSX days.

I had a good time, learned new stuff and improved my framework. It was great and I hope you enjoyed it as well. Now play the game and please rate!

-Arthur

Post Mortem: Thunder On

Hi! @LiaSae here. For background’s sake, I’m a AAA game coder currently taking a break to fix her brain. LD34 was the perfect chance to make something, feel good about it and fall in love with game-making again.

My game’s called Thunder On, and was made in 48h (~16h of work) even though it’s a Jam entry.  I initially wanted to call it Thunder Down, but… Well, you google that and tell me what you find. Possibly not at work.

Thunder On: gameplay view

Gameplay view. It’s THAT kind of game.

The idea had been bouncing through my head for a good while now: “being” a lightning bolt, going down, losing energy as you go and having to create new branches, to see the final result once you touch ground. The LD themes gave me the constraints I needed to make a workable implementation.

WARNING: Coder lingo ahead. Artists beware, though I’ll try to have some snippets for you as well.


What went wrong

  1. “WTF is going on?”
    This was the general reaction from the bulk of the players (thanks all for your feedback, it’s very valuable!). I purposefully left the initial instructions vague, because I was going for whimsy / eerie. But combined with the lack of altitude indication of any sort, this means that what is obvious to me – “well of course the camera’s looking down and you’re going down, it’s like that in the Scene view!” – is cryptic to players.
  2. Check the compo rules beforehand next time
    I was aiming for a compo entry, but had forgotten even sounds had to be made from scratch. As I checked when getting ready to upload my entry, I facepalmed hard and ticked the Jam box instead. On the bright side, that means it sounds decent instead of terrible.
  3. Unity 5.3
    I don’t know what on earth was going on with viewport rendering, but a quarter of it routinely turned black for no apparent reason. Getting my alpha blended shader for the cloud layer to work was a matter of one hour of copy-pasting and tweaking the built-in shader to get a version that didn’t break. I can’t say I’m not used to randomly breaking tools, but generally that has been because I’m on a dev branch! I should have stayed on 5.2 for the jam and upgraded afterwards.
  4. Responsiveness
    I went with a coroutine-based easing animation for the movement, but that also meant blocking inputs until the easing is done. Unfortunately the end of it is virtually infinite, so I added a cutoff. But it was not tweaked well enough, and the game feels frustrating as a result, because you expect to be able to provide new input earlier that you’re allowed to.
  5. Too easy
    No time means little tweaking, randomness means impredictability, and as a result it’s way too easy to reach the ground. It would not be hard to add a system that analyses possible paths to decide how far up you should go for the best difficulty, but it would take time!

What went right

  1. Hell yeah, I made a thing
    It’s finished. It works. It feels and sounds and looks better (*suppress banding rant*) than anything I’ve ever made by myself. It’s complete, people like it overall, they get the point, and that makes it an excellent proof of concept for that idea. I’m happy and proud, and this does wonders for Broken Brain.
  2. No crunch!
    I live in Sweden, and that meant waiting until 3AM for the themes to be announced. Then to bed, let my brain work it, takes notes, sleep. The next day we had to go borrow the car, buy moving boxes for my partner’s family, drive to IKEA, survive IKEA, come back (this is all very Swedish). Then I had to go buy yarn Because Reasons, head off to an exhibit, go back home, head off again to dump some stuff, then drop off the car. THEN I was able to start on the game, at 5PM past. Between breaks and meals, I put in about 8h that day. The next day I had to go have lunch with a friend leaving the country, run an errand halfway across town, come back, which once again meant starting work at 5PM. Again I put in about 8h total, completing the last tweak to the feel of it all at 2:58AM and doing the submission afterwards. All of this to say: the week-end was packed, which forced me to put in normal work hours instead of Jam Crunch Hours, and I still made it. If life gets in the way, just slash scope massively.
  3. Procedural techniques
    The bolt is a binary tree (made simple by the two button controls). From there, I generate a mesh that represents the final bolt. The clouds are based on Simplex Value noise from an excellent tutorial at CatLikeCoding. This all adds up to something that feels more complicated and rich than it really is, and was fun to code.
  4. Infrastructure
    I typically use Assembla for projects like this. The repos have a size limit IIRC, but otherwise they’re free and you can create tons of them. So I created a SVN repo and off I went. Then I made sure to commit quite often, keep things running at all times, and added debug draw as early as I could. It helped immensely, because I didn’t have to guess whether things worked: I could just test, at all times.

    Thunder On: scene view

    The scene view with the debug tree.

  5. Coroutines
    I had never used coroutines. On related news, I positively hated gameplay and procedural animation programming for its heavy reliance on a crapton of flags. I don’t know how well coroutines-based systems will scale to bigger projects, but for this it was an absolute delight to chain per-frame callbacks instead of keeping track of all that state. It taught me a new way to think and that makes me immensely happy.

Conclusion

I’m happy with it, as I’ve mentioned. It’s far from perfect, but it was never going to be, and I had to finish, package and ship it off. It looks good because I went with something simple and cheap with glow. I learned stuff. I’m getting excellent feedback, and pondering whether to bring this further eventually. I’m taking the time to play and rate some games this time around too, and discovering a lot of fun things. So long live the Ludum Dare, and congratulations to everyone who made a thing, or tried to make a thing. It’s worth it.

Thunder On: final view

Making lightning bolts is fun!

Game is not broken, would really love for someone to try and complete it.

Title

screen2

 

So people have a couple of problems with my game, which I can understand, but I also think people are just assuming that it’s broken, which is kind of getting me down.

The main problem people have is that it’s just too fast, which is basically correct. In the game you grow to a very large size, and once you reach those sizes jumping becomes very slow and heavy because of your scale and the fact that gravity is constant. So it was a design choice to make the gravity seem very high at the beginning. And that just instantly puts people off. Admittedly I never got round to putting the very large scale puzzles into the game, so I could have got away with having less extreme gravity at the beginning. Live and learn.

The other problem people have is saying that you can’t get past the second ‘goblet’. This is really a bummer because the jump is meant to be solved a specific way, and because people can’t work it out, they’re saying the game is broken.

TL;DR The game is too fast and appears broken when it isn’t which is putting people off playing, and I would really like some feedback, good or bad from someone who’s persevered past the second obstacle.

Thanks!

PLAY

Comments

Manu & Wan
18. Dec 2015 · 13:51 UTC
I understand you, as we’re in a slightly similar spot: people rate the game and seem to like it, but the leaderboard is basically empty save for a couple IRL friends. I’m gonna give it a try right now.
Studiosaurus
18. Dec 2015 · 13:58 UTC
Thanks! I’ll try and get a hight score on your game too!
Studiosaurus
18. Dec 2015 · 15:00 UTC
Wow, 7 Goblets! Thanks for persevering! You’ve only got that one last jump to go and then it’s a straight shot to the finish :)

Gravity Shifter

Hello lovely people ^^!!

I’ll leave this here in case it catches your attention and you feel like playing. Thanks a lot if you do play it!

691af5ecd3ad2b1e67cacfd8158e49f4

Here is the link: http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=64553

Comments

oz2mura
18. Dec 2015 · 14:02 UTC
I’d definitely recommend playing it!