LD35 April 15–18, 2016

Postmortem and penance…

Congratulations to all those who participated in the compo and jam, and especially to those who finished games. I’m going to keep trying and participate in other game jams as well.

Lux Anima Timelapse!

Wow I underestimated how difficult it was to produce a 10 minute video from 33+ hours and 150GB of video files! Can you believe most video editing software doesn’t allow you to speed things up by 20000%?! What a bunch of BS. Anyway… after many difficulties, I have compressed my entire weekend into a nice little video!

Check out the game’s submission page and give it go here:  http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=22132

Shifty Shooty Shapes

Hello, my entry is called “Shape Shooters” (I’m really bad at naming) It’s a fairly simple game where you can either play as a square or a circle. Changing back and forth at will, you can do specific things depending on which one you are.

 

View post on imgur.com

 

Squares can get taller, and change their color. This is important for getting passed gates, and crossing color coded blocks.

 

Circles grow bigger, and become slower the bigger they are. However circles also shoot bullets, and a big circle will shoot a powerful bullet.

 

Using these powers you have to navigate through various levels, and defeat specific enemies. The game is pretty short, but still exciting. The game has a lot to do by collecting coins, shooting down turrets, and defeating enemies. Everything is geometry based, and has a nice style. Using the powerful enchant.js I was able to make some pretty neat animations for the game. And thanks to the nice soundation.com music creator, the game was some pretty rocking tunes.

This is my third Ludum Dare, and I’m really proud of how it turned out, and I hope you enjoy it.

 

You can check out the games page here.

Did some shader testing

while trying out some different shader things i came across a cool way to make water move ‘semi-realistic’.

its a little harder to see in this ‘.gif ‘ . When actually in ‘Game’ it is certainly noticeably moving water.

pretty convincing don’t you think?? :)

The Incredible Tweene!

Hello guys!

 

This is my second Ludum Dare!! This time I show you The Incredible Tweene!

The incredible Tweene

Play with Tweene and solve the situations with his transforms. You can do it into Groshj and Minky and each one can do different things!

screenshot1

I had some problems with bugs modeling and I loose a lot of time and.. animations :( But it was a nice experience! as always!!

http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=56826

Enjoy it!! Thanks!

Swedish Stretchy Fish

Swedish Stretchy Fish

My 10 year old daughter drew all the graphics for this game and we are just now recovering from an incredible weekend!!!!  We are so excited about playing as many of your games as we possibly can!!!  Tell me about your game and we will go play it right now and comment on it!  You all totally ROCK!!!!!

Comments

fin_nolimit
21. Apr 2016 · 03:32 UTC
Thanks Persimonn! I’m headed to your game right now! I love when parents get involved with their kids on this level. The kind of thought it takes to get creative is so important! Good job to you and thanks for the very kind words!!!
fin_nolimit
22. Apr 2016 · 04:27 UTC
Fantastic!!! I’m going to go try it out right now!

Henkan Pachinko now on WebGL

Captura

We have managed to solve some issues that didn’t let us make a WebGL build. But we did it!
So now, you don’t have to worry about which browser are you using.
However, WebGL is still experimental, and the graphics aren’t as fancy as on the other ports. So please, if you want to see it “prettier”, just play the Unity Web Player version or download a build.
Thanks for your attention!

PLAY AND RATE!

Tags: henkan pachinko, japanese, ludum dare 35, shapeshifting

Sprite Editing and Animation

The game I made for LD 35 is called Relec Hunter! Something that I would like to improve on is sprite editing and animation. Does anyone have any suggestions for software I should use? For my game, I used Pyxel Edit and Piskel. I heard Aseprite is good to use, so I’ll be checking that out. If anyone has any other suggestions or links to tutorials please link them. Thanks!

Here is a link to my game if you want to check it out. Thanks!

 

http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=76055

Comments

21. Apr 2016 · 04:49 UTC
i use inkscape for its vector graphics, and i use spriter for all my animation goodness.

Sheep Shape Shift: Web Port (WebGL) is ready for you to play!

Gems eaten for recreational use is strictly frowned upon.

Gems eaten for recreational use is strictly frowned upon.

You asked for it (well maybe not)  but the Sheep Shape Shift web port is now available!

http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=65977

Can you save the sheep of Woolopia?  I have made a few bug fixes, tweaked the difficulty and added an ending if you complete the game.  It has everything: action, excitement and sheep so fluffy you are going to die!  (I am not kidding, the red sheep will end you.)

The web version assets are optimized to improve frame rate and to insure a good gaming experience (or at least something you can play and rate it quickly without downloading and installing anything :)).

If you enjoy the web version, feel free to download the windows version for the full graphic experience!

 

 

OBfu – a (tough?) puzzler post-mortem

tldr: probably my best LD so far, but I still have tons to learn, see you in August folks! oh and feel free to give up!

Almost 4 days after the end of the compo, I think it’s time for a (small) post-mortem on my week-end coming up with OBfu.
OBfu logo

What went good

  • The art style, it’s my first game where I actually feel like there is some kind of beauty in it. It’s still super minimalist, and the colors don’t feel right, but I am actually proud … I think?
  • The game ended up with 11 levels, which is 6 more than what I originally planned Saturday morning.
  • It’s my first puzzler, and I loved making it!

What went wrong

  • Again, the lack of time. I was happy to finish the main mechanics super early Saturday. But then, the level creation process hit hard: coming up with ideas is simple, coding them, testing them, tweaking them, replaying them, …. is incredibly time consuming for a puzzler like this.
  • Re-iterating some of the mistakes I made in previous LDs (not using a game engine, not even a rendering library, I directly played with the Web Canvas API which is still quite low-level). Next one, I will probably play with Pixi.js

The stoopid stats section

  • Total time: 14:12:38
  • Line of Code: 1365
  • LoC / min: 1.6

If after reading this blurb you still want to test OBfu, you can go over here. You can also follow me on Twitter: @zowesiouff. I will publish a new version with more levels (and some subtle new mechanics) this week-end.

Tags: LD35, ld35 post mortem

I need Tips

Hey @all

i’m not trying to promote my game but people told me
several times that my game need better controls.

It would be nice if you can give me some tips for making it better

To my game

 

I’ll use your tipps for making it better so i can uploaded the new version after the Jam has finished. Also if you find some bug i need to fix let me know.

Bugs I already know:

  • You can collect several times the same coin
  • In stage 4 you can walk through the wall on the right side.

Write in the commenty of my game or in this Post. I really appreciate any help and hints

Kind regards,

Rakowu

P.d.: Sorry for my english

Square Peg Round Hole – Minor Fixes

According to rules, I see we’re allowed to fix minor bugs. I decided to go ahead and do that, since tiredness had made me forget to reapply a check in the game that I disabled for playtesting purposes. This caused a couple of bugs that were annoying in my game. I also fixed a bug where I had forgot to change the internal color id of pegs after shapeshifting, which prevented you from playing the correct color cards on them.

I believe (and hope) this is all acceptable within the LD rules. Here’s the list of changes made:

* Fix: You should now be able to play correct color card on shapeshifted peg.
* Fix: You can no longer redraw if you have insufficient points.
* Fix: Redraw button was rendering on top of Game Over screen.
* Fix: Cards should properly change if you click a new card with another selected.

Try out the game, and let me know what you think!

Square Peg Round Hole
Square Peg Round Hole

Postmortem – Space Dock

I’ve had such a good time reading other first-timers’ (and veterans’) experiences, I will put nervousness aside and share my own as well :)

Planning:

Ohhh…that is a thing we’re supposed to do, isn’t it?

Yeah, I didn’t actually plan to participate at all.

I’ve been an LD lurker for a little while. The plan for this past weekend was to settle in watching my two favorite GameMaker tutorial makers stream the creation of their games. Was really quite looking forward to it.

Then, while looking over pre-LD footage they had up during their pre-dev sleep breaks, I had an idea. A very small-scope idea that I thus thought I could reasonably do in time. Before I could let anxiety get the better of me, I created an LD account (the name accurately reflecting my feelings ;)) and started work…6 or 7 hours into the thing.

It was completely worth it.

What went right:

Since the idea was so simple, my minimum viable prototype came together very quickly.

I playtested extensively throughout the dev process and afterward as a final check-up. When I used testing shortcuts such as winning the game at level 1, I made sure to do later testing passes once the shortcuts were removed, just to be sure everything still worked. This extra pass caught a drawing bug on level 5’s win state.

I made sure to stand up and walk around and stretch occasionally. I also got up and cooked when I was hungry which, rather than being a distraction, helped me clear my head and re-focus.

It was so much fun making my craptacular explosion animation. I also rather enjoyed designing the stitched-together abomination of a ship which I have lovingly christened Frankenship.

frankenship

I feel a ton more comfortable with GameMaker’s draw functions now, just, a ton.

What went wrong:

I didn’t sleep. While I’m new to game dev, I am not new to programming (though rusty) and this is something which happens a lot when I really get into programming. I avoid caffeine, but even if I go to bed, I just lay there programming/designing in my head, unable to let go of something until it’s solved. I was so amped that I didn’t sleep for a while after finishing, either – and I was exhausted. Should have gone to bed just a few hours after I started, instead I worked on the game for 16-18 hours.

It had working music at one point, made at Otomata. But the game is so short that even with it only starting over on game restart it still got seriously obnoxious during my own playtesting – there were good odds it was going to annoy others, and it seemed extraneous. So I removed it, a decision I am comfortable with for this particular game.

I originally planned to put a little more detail into the station, windows on the rings and simple shading and such. But my art tools were such a pain to use (more on this later) that I chose to leave them simple, only adding a little detail to the center ring to draw attention to the goal. At least they aren’t distracting? 😉

Not entirely happy with the first expansion level for the ship, even if it does form the basis for all the other levels. It just doesn’t seem like a big enough change from the first level, serving as more introduction to the idea that the ship changes than any real increase in challenge.

I struggled with getting some characters such as apostrophes to work in my text, even after making sure I had included them in my font and font ranges. I couldn’t seem to get concatenation to work, and that annoyed me.

OMFG did I really put a grey moon behind my grey station that my mostly grey ship navigates?

What I hope to do better:

Uh, planning, mostly. If I’d known I was going to participate, my artwork probably wouldn’t have all been done in Microsoft Paint and GameMaker’s own Sprite and BG editors. Making the rings was far more obnoxious than it had any right to be. Definitely need to pick up some tools.

Sleep more, hopefully? If I do a larger game which will take more time, this may end up a moot point.

Hopefully next time I’ll make something which isn’t so dependent on Precise Collision detection in GameMaker. Although it was appropriate here, and the game is small, it seriously felt WEIRD for my first game to use that.


I had so much fun guys! Both developing my own game and playing others’. And I’ve been floored by the comments. My thought on making it was “Yes, this is technically a game, I am learning” but so many of you have said you had fun with it and that means a lot.

To any timid or nervous fellow lurkers out there, next time this comes around, dive in! It’s worth it :)

Space Dock can be found here.

Tags: GameMaker Studio, LD35, postmortem

Comments

HoldMeImScared
21. Apr 2016 · 12:14 UTC
Nice entry, Yumeito! :)

Game Development group – Discord

Hello everyone!

We’ve reached more than 400 registered users on our Game Development group, thanks for the support!

 

 

If you haven’t joined yet, here is an invite for you.

Come talk about gamedev, and feel free to share your Ludum Dare entries!

Join Game Development on Discord

 

Looking forward to seeing you there!

out now

Ludum Dare 35

please rate this game and play and leave a comment please