LD35 April 15–18, 2016

Help needed! WebGL black sprites

Halp!

When I first uploaded my entry with WebGL there were no problems.
Now, after I fixed a small bug and want to re-upload most sprites have changed into black squares.
Does anyone have an idea why this happens and how I can fix this? (using Unity)

WebGL_Problem

 

 

 

Now also available as 64bit version!

Now also available as 64bit version! (Click here or the image to go to the entry page.)

 

For now you’ll have to download the standalone in order to play.

Tags: help, unity, webgl

Comments

Linver
18. Apr 2016 · 15:43 UTC
I faced with this problem.. before 15 minutes to end of submission hour \0_o/

I shut off\on PC just.. and it was help
Robber
18. Apr 2016 · 16:14 UTC
it could be that there is not enough memory for your textures, you could try compressing/scaling your textures.

you can also increase the amount of memory in the export settings, although most browser will not work well if your game requires too much..good luck
18. Apr 2016 · 16:47 UTC
Thanks all.

I’ll try both solutions and see if it helps :)

62 Hour Progress Report!

I wanted to make another post at the 48 hour mark, but I totally forgot to do that, so here we are haha…

My game is pretty much done at this point! Just fixing up a few small bugs here and there. I waaaaaaaaay overestimated how much game I would actually be able to make in one weekend so I ended up scaling things back a lot. What I ended up with is sort of a prologue to the full story I was aiming to tell. Even though I only explored a small part of my game idea, I definitely learned lots of things through this process. Like how balancing turn-based battles is really hard and how you should take the time to give your variables really clear names or you’ll regret it when trying to figure out why your cutscenes suddenly stopped working…

Anyway, here are some screenshots:

SistineDiscoLDJam8  SistineDiscoLDJam6 SistineDiscoLDJam7

 

Bus to Dresden

On Friday, I was sitting in the bus next to Danny. BTW it was nice talking to you :-) .You told me about this competition and now I am sooo curious what you and your Buddy have made*… So if you read this, write back and you’ ve got yourself a new friend in Halle and somebody to help you move. 

*translation: I want to try it 😀

On the bright side, we have progress.

Okay, I’ve got the core mechanics mostly coded up. Currently working on sprites and animations. After that, I’ll have to try to create some levels to play with.

The idea of the game is pretty simple: get to the other side of the screen (or wherever the exit is, when I start making proper levels). In the way are guards that will try to stop you. Fortunately, it’s pretty dark outside, so they won’t be able to spot you right away. But if you get too close, or step into the lighted areas, they’ll start chasing.

For the shapeshift theme, I decided to have a character that changes modes depending on whether they’re in the light or the darkness, and each mode gives different abilities.

(Pardon the programmer art, I’m not exactly an artist.)

 

In the darkness, you can sink into the ground to make yourself invisible to the two-footed statues (I’m calling them Moai Guys for lack of a better name). In the light, you can start glowing brightly, which blinds the floating eye-rocks and stops them dead in their tracks. And if all else fails, you can always try breaking line-of-sight, if there’s something to hide behind.

Blinded by the light

Of course, the problem is that with less than ten hours left to go, I’m not sure if I’ll make it in time, especially since I’m doing this solo. Only time will tell.

Unity(or in general) publishing tips

Hi, I just wanted to remind you all, to not provide the *.pdb files, as they are just for debugging and just take up space in your packaged files. And those who still use Unity Webplayer, please stop, its no longer supported in Chrome Firefox and Opera, you can use the WebGL/HTML5 exporter of Unity (I don’t know when it got implemented, but is definitely in Unity 5.4beta) and the publish it that way.

Thank you for reading, and have fun rating games!

Comments

Interface
18. Apr 2016 · 17:02 UTC
I noticed my windows build was larger but had no idea the PDBs were in there. Thanks for point that out!

… and this how you can beat my game in 4 easy steps

Step 1: Go left and right in a circle
Step 2: Shift your shape to match the shape you want to collect
Step 3: Collect bonuses
Step 4: When it gets hectic – scream

Anyway, I had a blast this Ludum Dare, basic gameplay was finished first night, Unity only crashed once, but that was completely my fault. I even get time to stream, so thanks to anyone who joined.

Gameplay can became psychedelic very quickly, especially if you collecting “wrong” shapes, please have your barf buckets ready ;D

Game is also available to play at itch.io and GameJolt (with leaderboards), so feel free to play.

screen_3720x2316_2016-04-17_23-21-22

Play and rate.

WIP: Shift into a Hippo, Shape into a New Man

Hey there ludum hares, ;)! (no rabbit emoji??!) We finished this hippo-quest of a game in an ironic 48 hrs and 48 mins. Fortunately, we are participating in the jam and are therefore running faster than a loose stick of butter. We are still tweaking the occasional bug, but our game: “I am Ned and I am a Hippo”, is live and playable. To become a hippo go here. This hippo-quest is packed with jokes and love. Ours is a game about an incredible transformation within one man’s life: a shape-shifting like no other. Enter the life of Ned, an ordinary 9-5 office worker, who has aspirations to become a hippo. Explore his world, overcome emotional challenges, and confront your family. Please enjoy.

sincerely, and forever, -jun & pate.

Full link: http://hippodned.forevernews95.net

13007256_10153959317991041_7313441639951953620_n 13063176_10153959317926041_1594811326590007494_o

Timelapse of Making Grokh’s Arena

If anyone’s interested, I recorded a timelapse of making my Compo entry Grokh’s Arena (http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=83463).

In total I spent about 30 hours making this game, 27 of which were recorded (I forgot to start the recording yesterday morning).

It’s outright scary to see that I spent almost all time programming instead of working on assets and even scarier to consider how much time I wasted moving code around for refactoring purposes. I guess I should look for a more efficient approach to making games. Or maybe a more efficient language than C++ 😉

I was thinking about writing a postmortem too, but I doubt anyone would be interested.

Tags: timelapse

“The Materialistic Shift” – Post Mortem

Well, it’s that time again. Another day, another weekend slaved away at making something that is slightly resemblant of a video game. If you haven’t seen my entry, check out “The Materialistic Shift” here.

I originally was not going to participate in this LD, as this theme was one of the only themes I did not have an idea for. My friend shot me a text out of nowhere with a basic idea that eventually evolved into my entry.

I got on and immediately (as per tradition) built my level editor. (Just an aside; I build a new level editor every freakin LD. I should just build an end-all-be-all editor. Ugh.) I also set up collisions, so I ended up with a little moving character that bumps into blocks. Awesome.

Saturday afternoon I spent the day getting the different block filters to work, so that your characters shape and colour did change which blocks you could go through. The original graphics were hideous and I’m glad I changed them. I also spent a lot of time debugging collisions as some were raising events when they shouldnt’ve. Finally, I built a level or two for people to play.

Sunday was spent graphically enhancing, adding audio, and building the last of the levels. Overall, I think it came out okay, and hopefully you do too. Check out the game and tell me what you think. :)

love 2016-04-17 18-51-26-19 love 2016-04-17 18-51-45-32 love 2016-04-17 18-49-47-32 love 2016-04-17 18-49-25-00

 

How to deploy iOS game?

My game is made in Xcode for iOS and I don’t have a paid developer account so any suggestions on how to deploy for ludum dare?

Comments

Broken Matrix
18. Apr 2016 · 16:21 UTC
If you dont have a paid developer account it is impossible to deploy
Hjalte500
18. Apr 2016 · 16:22 UTC
Yeah, that probably wont work but maybe you could upload a video of your game so your work isn’t wasted.
wviper3
18. Apr 2016 · 16:27 UTC
That stinks I guess I’ll send a video then.
chriiis88
18. Apr 2016 · 17:22 UTC
The only way this would work is if you would invite every person with an iPhone/iPod/iPad to your house and install the debug version over XCode. Apple is pretty restrictive with distribution.

I am in

I am in the Jam, I will be using GM:Studio

Comments

18. Apr 2016 · 17:03 UTC
lol, you’re well pretty late. Are you even serious?
18. Apr 2016 · 17:19 UTC
Good luck with that :-)

Desktop 18-04-2016 19-19-29-508

Barber Blues: post mortem

Barber Blues post-mortem

For this LD (my 4th already!) I made a game about shaving beards, called BARBER BLUES: living the dream. If you haven’t played it already, please check it out :)

ld35-trailer

How this game came to be

Day one

I approached this LD in the same way as I have the last few ones: spend the first morning thinking of various concepts, instead of diving directly in with the first random thought that comes to mind. I like to compare at least 3 different ideas, so I can pick the one that seems the most doable and fun. I’ve written some more about this process (along with some ideas that didn’t make it) here.

Once I knew I wanted to make a game about shaving people’s faces, I wondered if I could pull it off, so I started by trying to implement the shaving screen. Luckily LÖVE (the framework I’m using) has features to manipulate individual pixels of images, so I knew that by creating a picture of a beard, I could remove bits from it based on where the player clicks the screen. And since I can read the individual pixels from images, I can also compare two images (ie. the desired haircut with the actually created haircut). That’s really all I needed! The rest of the game has little to it from a technical point of view. I was so confident that I even added completely useless (but fun!) particles flying around while shaving, even though I had to still make an entire game around it.

By the time the shaving screen was fully implemented, it was already evening and I was a bit tired from coding all day. That’s why I decided to spend the time until bed on making a soundtrack for the game. Somehow blues / rock & roll seemed fitting to me for a game about beards and barbers. I first created some drum tracks using the awesome samples by Toontrack and added some basic piano parts using the Wurlitzer from Arturia. On top of this foundation, I recorded bass guitar, rhythm guitar and lead guitar parts in my little home studio. I had a blast, because before I knew it, it was 2 am. I quickly posted the soundtrack to the site and went to sleep.

Day two

This was a bit of a scary day, because even though I’m happy with my music and shaving implementation, I haven’t actually got a game around these things. So I spent the entire second day of LD frantically working to get at least the most basic things into the game. During this process I also changed the name of the game from the generic “Barber Shop” to the more fitting “Barber Blues”. I worked until deep into the night to get the different screens in, tell the intro story, draw the inside of a barber shop, make walking animations for my client character, connect clicking him to the shaving screen, connect the shaving screen back to the barber shop and finally implement the end screen for when the player runs out of money, because ultimately the barber shop always goes bankrupt (awwww, so sad).

I even needed some time of the submission hour to get my game in a presentable state, but all in all I’m happy with the result :)

What went right

  • I’m glad I spent some time thinking of various concepts, instead of just going with the first one that came to mind. I wouldn’t have thought of a beard shaving game if I had started coding/drawing right away.
  • It was very useful to make a mocked up outline of the entire game beforehand, as it resulted in having a clear idea of what to make the entire weekend.
  • I really like how well I’ve implemented my shaving mechanic. Normally I just change numbers randomly until it works, but this time I’ve actually sat down and did the math, and it shows. It has been solid from the start.
  • I’ve never made particles before, but I think I’ll never ship another game without them. Loads of fun!
  • It was cool to record some improvised music, instead of having real compositions. This made it doable to record quite a bit of music in not that much time.

What went wrong

04

  • I played with my shaving implementation too long on day one, which meant I had to make basically the entire game the next day. This resulted in unnecessary time constraints in an already tight schedule, which means some things I would have liked to add didn’t make it into the game.
  • One of these things that I didn’t have time to implement is variation in how the clients look. They all have the same outfit and same white skin tone, which is something I regret a lot. I wish I had added some more diversity there.
  • The inside of the barber shop is too bare bones and doesn’t even include any barber furniture. A plant would also have been nice.
  • Balancing the game was hard. Sometimes I felt it was too easy, other times it was clearly too hard. On top of this, the actual payment clients give you is quite random, which makes it hard to judge whether it’s properly balanced.
  • I would like to have recorded my sound effects a little better, but I was running behind. So instead of going up to my studio and use my proper mics, I just blurted something into my laptop mic. This is especially apparent in the door noise when a new client enters the shop. It might seem minor, but I really hate it when the sound isn’t right.

That’s it! Or is it?

I’ve considered making post-compo versions of my games before, but never had the energy to actually do it. But this time, I’m more serious about it. One of the features I would *love* to have is that screenshots of the resulting haircuts are uploaded to Twitter. Wouldn’t that be awesome to see? Making a post-compo version would also allow me to create some diversity in how the clients look, add some furniture to the barber shop and perhaps most importantly, properly balance the game to make sure it’s neither too harsh nor too boring.

I’ll make another post if and when I make this updated version, and I’ll update the LD page accordingly. You can follow me on Twitter to stay on top of things.

OK, that’s it. Thanks for reading and I hope you have fun with my game:
Barber Blues: living the dream.