LD35 April 15–18, 2016

The inspiration behind Realm Shifters

We were so excited when we saw that the theme of Ludum Dare 35 was Shapeshift. This one word can mean a lot of things. The obvious meaning is changing form, shape or body but we went further during our ideation phase. We thought that the environment elements, the lighting and the music could also shift. If we could manage to get all those working in a game that would be so awesome! There are a lot of examples on character transformation in games but not as much on real time environment morphing/manipulation. Maybe this is because of technical limitations or the fact that every asset needs to be done at least twice for a game like this. Anyway, we started looking for similar games from the past for inspiration.

One of my all-time favorite game series is the Legacy of Kain: Soul Reaver games. They have deep and interesting storylines, nice action/platform mechanics and at the core of the games the otherworldly environment shifting. Without spoiling anything (if you have the chance I really recommend playing those games), Raziel, the main protagonist can shift between worlds which leads to interesting puzzles in the game meanwhile keeping the experience visually diverse.

Environment shifting in Soul Reaver

Another great example for world shifting can be found in Giana Sisters: Twisted Dreams. It is a nice little 2.5D platformer game which is really hard! (I spent hours just to complete the final level. :D) The main character Giana can transform herself between “Cute” and “Punk” personas making both the environment and the music change around her. What a wonderful mechanic!

Giana Sisters: Twisted Dreams

With these two the main idea for the realm shifting mechanic was on track but we also needed elements for an inviting atmosphere. There came Kingdoms of Amalur: Reckoning and it’s unforgettable fantasy world setting. I love the visuals of that game! I wish I could experience it in VR! Take a look at this piece of art below. Beautiful, isn’t it?

Kingdoms of Amalur: Reckoning

So these made the core inspiration leading us to the visuals and the main mechanics of Realm Shifters. We tried to make as much element as possible morph during the shifting mechanic.

We were really tired at the end of the 3rd day but we achieved what we set up to be our goal and we are really proud of the end result. Especially because we are mainly just two programmers. 😀

Realm Shifters

> Play Realm Shifters! <

If you know more games with these kind of mechanics, please let us know!

Cheers!

Tags: Abyss, cow, Crystal, dragon, GameJam, jam, LD35, Ludum Dare, Orb, Realm, Shape, Shift, Shifter, untiy3d

Comments

fin_nolimit
23. Apr 2016 · 18:52 UTC
Wow!!!! Check out this art!!! That is incredible!! You did a fantastic job!

Postmortem: Grokh’s Arena

The original idea

Since this was my fist Ludum Dare I didn’t have ambitions to make anything unique from the other devs so I didn’t browse the website at all. That was a wise choice as all the quick progress by the other participants would certainly have demotivated me.

Like for many others, the first thing that came to my mind was making a game with a shape-shifting main character. The original idea was to be trapped in an arena to fight waves of monsters while some orc overlord watches and gives snarky comments about how you are doing. As a final surprise there was supposed to be a gigantic kraken randomly crashing on the arena, squishing the overlord and providing a boss fight.

arena_sketch

What came of it

Well, it didn’t turn out as grand as I had hoped for. Time constraints made me abandon the idea of the final boss and I also had to let go of the commenting orc, although you can see his placeholder graphics in the top left corner.

In the end what remained was the core idea: An arena-style fighting game with a shapeshifting hero that had to defeat waves of monsters. Everything got very hurried in the end so I didn’t even have time to color the characters properly and had to go with a minimalist approach.

Play Grokh’s Arena here

The process: What went well

One of the most important pieces of advice for me was to be prepared. I spent some time getting used to the tools I wanted to use and I would have failed miserably if I hadn’t.

I had never used a game lib before and my choice fell on cocos2d-x since I liked the multi-platform compatibility and it has C++ bindings which I feel comfortable with.

I made a jump and run prototype before LD to try out how things work in cocos2d-x. I found some shortcomings that I could work around in advance. I had a working pipeline for the graphics that consisted of creating a spritesheet with TexturePacker and using a code generator I had written in python that creats C++ code which allows to load the images into cocos2d-x classes. Very convenient, saved a lot of time.

Graphically I feel most comfortable with Aseprite and decided to go with a very low resolution of 160×100 since art is not my strong suit.

aseprite

When time started running out, sfxr helped me out a lot and allowed me to add simple sound effects in a very short time. Initially thought as placeholders, they remained in the final game.

About the music, I like to use Reaper and the free Sonatina Symphonic Orchestra VST plugin which allows me to write symphonic soundtracks on a midi keyboard. I like the outcome but I have to agree with some of the critics that it clashes too much with the retro visuals.

All in all I second the idea that drinking a lot of water, sleeping sufficiently and not binging too much on sweets kept everything together, especially since I rarely ever had as much stress as I had in these 48 hours.

The process: What didn’t turn out so well

For all the good things, there were a lot of issues that didn’t go over that nicely.

First, a beginner’s mistake: I didn’t stock up on food before, so I actually had to go grocery shopping in the middle of the compo. Super annoying.

Then of course, time management. While I think I made the most of the allotted time, working 30 hours of the given 48, it still wasn’t enough so I had to cut some corners, and it shows. No colours on the sprites, no awesome final boss, no details on the arena. Worst of all though, no victory screen. The game just quits on you after 10 rounds. Luckily the difficulty is just high enough so that only one player reached the end so far.

One very important thing I learned in this compo is not to worry if your code isn’t nice. I made a timelapse of making Grokh’s Arena and it becomes clear that I spent most of my time in Visual Studio.

That by itself may not have been so bad, had I not lost about 3 hours on the first day when I felt the need to refactor my whole code. Bad idea. I guess it’s not easy to maintain a balance between hacking it together and keeping it clean enough not to invite stupid bugs, but I certainly spent too much time worrying about good code architecture.

Another thing that I did too late was adding debug visuals. I had some nasty collision bugs that I only found out much too late when I added hitbox visualisation.

Then there are shortcomings to the tools that I used. Cocos2d-x for instance only allows wav audio in Windows projects. Really? Uncompressed wav in 2016? Maybe there is a way around that but I haven’t found it so far. Another thing is that it forces me to ship a lot of dlls that are not really used, like libmpg123.dll or websockets.dll. I may try to statically compile the libs into later games so that I would only include the code that I need, but I may run into licence trouble there. All these libs felt much too big for a little retro style game (We’re talking about 16MB of dlls against 11kB of graphics assets).

Outlook

So yeah, I learned a lot, I am eager for next time and I will be prepared even better. For this game though, I am planning on doing a post-LD version with improved graphics and maybe I can get the boss fight in at the end like I planned.

Tags: ld35 Postmortem

ShapeMagnet Walkthrough

Sooo It’s been a crazy week! Although I managed it there are still so many things to be done… At least I did one, which is upload the walkthrough for my game!

In case you haven’t seen my game, I would be glad if you take a look! You can play it here!

And tune in next time, when I’ll post the post-mortem for this  LD and, who knows, maybe a post-compo version?~

Comments

fin_nolimit
23. Apr 2016 · 20:42 UTC
I’m playing your game right now!!! Super cool!

HEXCORP Post Mortem, or how I stopped worrying and learned to love the bomb

cover

Before I start, PLAY IT HERE


 

TOOLS USED:

ENGINE: GAMEMAKER

ART: ASEPRITE/PHOTOSHOP

SOUND:  Zoom H3 and a printer

MUSIC: Korg Volca Sample, AUDACITY


 

I started this Ludum Dare late, with only 30 hours to complete a compo game I had to think quickly. Shape-shifter. Shifting shapes. I came up with the idea of a game where you work an office job coming up with shapes for clients. This seemed like a fun idea and I gauged that the most difficult part would be coming up with this:

DRAWTEST2

The drawing mechanic.

The drawing-shapes mechanic. How wrong I was, I had this done in 4 hours and of course had prematurely patted myself on the back. The tough part was coming up with a way to gamify this mechanic. I wanted the client to be able to specify the number of sides, whether you could cross lines, provide an image for you to copy,

spiderman

(like one of spider-man, CREDIT)

Unfortunately, my basic knowledge of geometry and trigonometry soon told me that the equations for working out whether 15 lines are crossing each-other were too complicated for my simple mind and computer-vision is particularly difficult to implement in gamemaker in 48-hours. So I settled for two checks, right number of sides for a shape, and distance of the first and last points to check that the shape is joined up. After a brief crisis of realisation, I had to come up with a way to make my mechanic work as a game without having the complicated checking algorithm so I introduced the manager:

spiderman

He’s a very demanding manager.

He was inspired by JJJ from the spider-man series. I was rather proud of his speaking animation with the moving cigar. He was supposed to give pithy comments on your artwork but once again, I was running out of time with that one so I decided to go a bit left-field after another existential crisis:

I'm in a buggy mess of code, my game isn't fun, it doesn't work. Welcome to #LDJAM

— Jim Bruges (@nebulaictoaster) April 17, 2016

Enter the robot:

robotdisplay

The manager had a bit of a wild night.

So my game was so buggy it gave out random amounts of cash to you when you handed in a shape (not intentional, just the code was broken), some parts were really sloppily made (like the text and the fa machine sprite) so I decided to run with it. How do you excuse some crappy parts of a game? With a weird story-line involving a social experiment gone wrong, of course! I added in some strange replies from the manager some strange collectibles:

marx

Capitalism? More like crapitalism…

And finally a meeting with a sentient triangle who causes the manager to reveal his true form.


 

Overall, it was a bit slap-dash. I’d like to think I made a few people chuckle but I ran out of time and copped out a bit in terms of gameplay. Next time I really want to have learned Unity, I tried for this one but exams got the better of me… I’ll try to make time so that I can do the full 48 hours too, that will help.

endscreen

PLAY IT HERE


Thanks for reading my post-mortem. I had so much fin making this and I am really having a great time playing all your entries. As another personal plug, outside LD I’ve just finished a twine adventure called MINUTEMAN where you explore an abandoned nuclear bunker and discover the troubles of lax password security. It would be great if you gave it a play :)

Gracias and see you next time,

@nebulaictoaster

Post Compo Update 1.1.0

My game, Fugitive Shift, just received a post-compo patch! This has fixed problems and added better particles/effects. Also, dialogue has been improved so players have a better idea of what to do in each level. Please check it out!

 

PLAY HERE

 

Have fun!

“Make your Queen Happy” fixed

After a week I decided to fix the time in my game. That not make the game more easy, but now is a little more easy compared to the other version.

20 seconds of gameplay:

GIFANTES

Before

GIFDESPUES

Now

Play the game here!!! =D

Comments

fin_nolimit
23. Apr 2016 · 23:09 UTC
I love it!!!

Software?

Just wondering what software people use to record their screen and make gifs. I haven’t had any luck with the ones I’ve tried. Let me know what one you guys use!

Comments

23. Apr 2016 · 23:15 UTC
try out gifcam
morrilet
23. Apr 2016 · 23:31 UTC
I’ve been trying out ScreenToGif lately. It’s been pretty easy to use and I like it. Can’t really compare it to anything else though, as it’s the first software I’ve used for gifs before.
Cerno_b
23. Apr 2016 · 23:38 UTC
I second that. I find the GUI of ScreenToGif totally awesome as you can “frame” the part of the screen you want to capture. Lots of features as well. The resulting gif file is quite large though so some post-processing might be required (I use Aseprite for that).
djfariel
23. Apr 2016 · 23:50 UTC
ScreenToGif here as well. =)
Strike
24. Apr 2016 · 04:23 UTC
GifCam here :)
RafaSKB
24. Apr 2016 · 04:59 UTC
I’ve been using Monosnap, but it’s not that great for me (the software itself is amazing for screenshots and .mp4 videos, but not for gifs).
CoderJoe
24. Apr 2016 · 22:30 UTC
Thanks guys! I will try some of these out!

TWITTER

Let’s follow each other on twitter to know more about the LD35 Games! I would like to know about your games, guys!

Our account is: https://twitter.com/smaiden_games

Comments

23. Apr 2016 · 23:32 UTC
My Twitter is @PolyrogueGames if you want to say hello! I just finished a brilliant stream not too long ago playing people’s games, and made a bunch of friends.
24. Apr 2016 · 06:24 UTC
@evertoncoyb66, feel free to say hello

“Robot Snake”. My first game in Ludum Dare

   Thank you all for your comments and feedback. :)

2

 

More levels at the end of Ludum Dare

 

 

Follow me on itch if they want to see future versions of the game. 😀

                                                                  

   Link Itch.io                                                              Play / vote

Windows Version: Here

First GIF :D

First GIF for our game Spirit of the Ancients

Ancients gif 1

PLAY GAME

Comments

djfariel
24. Apr 2016 · 05:27 UTC
Hey bud! If make your gif a little smaller next time and, when uploading it, set the size to “Full Size: in the bottom right corner of the media uploader, it’ll play on the main page. =)
ChuiGum
24. Apr 2016 · 05:27 UTC
Gif isn’t animating. You’re going to need to edit this post and make the Gif full size, after that it will animate. :)
djfariel
24. Apr 2016 · 05:29 UTC
ooh, ninjas. 😀

Sparrow & Flitt Post-Mortem

Hey!

So, having read through the comments on Sparrow & Flitt and having given myself some time to reflect, I thought I’d do a quick “post-mortem”. (Always feel that term’s a bit morbid and defeatist, but either way…)

 

THE GOOD

Okay, so this was my first solo game jam and I’m really pleased with what I got out of it!
The whistling mechanic, though it could do with some tweaking, was very well received which was absolutely fantastic. I definitely plan to do more with that when I get around to revisiting the concept!

Quite a few people said that they really liked the art, which was great to hear, considering that I don’t really think of myself as much of an artist. The visual theme was intended to be something of a mix between Adam Phillips’ Brackenwood series and the original Rayman so, although I’ve a long way to go before my work even compares to either of those masterpieces, I’m really happy that it was well received!

 

THE BAD

It was reassuring to see that criticisms in the comments generally echoed my own criticisms of the game. In short: it wasn’t long enough, Flitt had too few forms, it was easy to forget the songs and the game really needed checkpoints.

The game was originally planned to have four forms for Flitt, with at least one unique stage to show off each form, but I over-scoped (again) and there just wasn’t enough time to get it done.

As for the songs, if the game had gotten any longer, I would have liked to have implemented some kind of menu that you could access easily on the fly to check the sequences that you have learned.

And as for the checkpoints, I agree that they would have been a must, especially if it had gotten any longer, but I spent most of the last day locked in hand-to-hand combat with bugs that I only just got fixed and, unfortunately, the nature of my hurried fixes precluded a checkpoint system.

 

CONCLUSION

Considering how little experience I have in programming for video games, I’m absolutely thrilled that I managed to get something out for LD, let alone something that I was happy with!
I really enjoyed working on this project, and I think that I’ve both learned a lot design-wise and I’ve touched on a mechanic that I’d very much like to explore further in a future project.

The central mechanic was envisioned as something of a cross between Magicka’s spellcasting system and LoZ: Ocarina of Time’s ocarina mechanic and I’m really pleased with how it turned out. (It was really interesting to see that most of the people who played the game seemed to pick it up rather quickly after the initial tutorial and yet a small amount of people couldn’t get used to it at all!)
I sincerely hope that everyone had as good a time as I did (I’ve had great fun playing through your games!), and I hope to see you all next LD!

 

-Skruffye

 

Screen5

Sparrow & Flitt — A Boy and his Bird

 

If you haven’t played Sparrow & Flitt yet, give it a go here!

Tags: DevSocYork

Fixed Game Speed :D

after loads of people already voted :(

Have a go or replay if you played the broken version please >.<

http://ludumdare.com/compo/wp-content/compo2/542293/56816-shot0-1461024775.png
Muh Gaem

Game Jam Baby

Sorry this is off topic, but just wanted to share… So I was in the middle of rating games this weekend, but I had to stop as my wife was like “I don’t want to panic you but I’m having a baby”.  Apparently this is more important than my coolness rating!
So here she is, baby Millie, who has a lot of wires in her so we’re going to register her a 1 quarter cyborg.

IMAG0764

Scrapmetalship

Hi fellows!

This is our sixth game on the Ludum Dare competition and, as it turned out, the most difficult to implement. We spent 50% of the time only for inventing original idea and to meet the deadline was extremely problematic :)
We’ve uploaded the post-version. Fixed a variety of both graphical and gameplay bugs.
Also now the Web version of the game is available (with possible sound problems, maybe).
Enjoy :)

Post Mortem

I eventually get to write down my post mortem to my Game: William’s Dilemma

What went right

  • Simple, self-explaining controls (except that ESC button, see in what went wrong) really help.
  • Teaching the rules through levels works well.
  • Using a well-known framework really helped to progress quickly.
  • For the first I added audio to a game. They are very limited, yet effective.
  • Levels are selectable from the start. This is good for a number of reasons:
    • There is no save function. If you hit refresh, your progress is gone.
    • You might want to skip a level.
    • Pulling up a level you talk about is easy.

What went wrong

  • I only realized how close to Sokoban this is when I added boxes to the game which seemed like a logical thing to add – goes well with the buttons 😉
    Not sure if I would have gone in a different direction, but realizing which games you mix early should help finding in which direction you want to go.
  • People don’t find the menu which is opened using the ESC-key. Thus, they don’t know there is a retry button. There should a visible button for retry and/or the menu.
  • First screenshot should contain something more recognizable. This one is used as a small thumbnail, so detailed stuff will become blurred.
  • More animations / effects would help.
  • Buttons and doors look quite similar and are not so easy to identify at first.

Overall I am very happy with the result.

Screen Shot 2016-04-18 at 00.44.53