LD36 August 26–29, 2016

TVGS plays Ludum Dare 36 Playlist update #3

More videos have been exported from our livestreams last week! As usual, here’s our always-up-to-date playlist below:

Remember that we’re streaming tonight, September 13th, 7:00 PM EST, at twitch.tv/techvalleygamespace. Join in!

Our latest videos are:

Progress!

Here is what i accompilished so far in my new project: Ancient TowerDefense 2!

screenshot1

Link to the first game: http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=111080

By the way, if you read this, please take your time and give some feedback to my entry i just

linked above. It got really few comments, so please, if you like it, write something. Thank you! 😀

TVGS Let’s Play Ludum Dare 36 stream starts now!

Our stream at twitch.tv/techvalleygamespace starts now!

Remember to submit your game at goo.gl/forms/ennA32Tp0O. To get the priority on the list, we keep a list of row numbers in the spreadsheet below, so remember to bring up your row number in the chat!
docs.google.com/spreadsheets/d/1RbvfWHMb-vWmYBagjjnfVAMKugG1vgQ41QFQ_Wa4YjE

Please note that this is our second-to-last stream! The next one will be coming up on Friday.

GLITCh – A ludum dare 36 post mortem.

Introduction

It’s time for a new post-mortem! Today I’ll talk about the game I made for the Ludum Dare 36, G.L.I.T.Ch. Yes, it’s an acronym and stands for “Game that Learns Information Technology to Children”. I must be honest, I got the gameplay idea long before the LD, mostly when I saw the Cubetto project on kickstarter. I told myself “Cubetto is fun in the base concept, but you could extend it a lot more if your robot was virtual”. I left this project/idea on a sheet of paper, extending with new features for weeks. I even talked about it on a forum like four months ago ( in french ).

GLITCh

GLITCh – A ludum dare 36 game

The ludum dare was the opportunity to materialize the concept in a proof of concept. For the theme, I immediately thought about Wall-E, an old robot forsaken on earth (that’s your ancient technology) but the only one “alive” as other, more advanced robots suffered from a glitch. As the player, you would have to program your robot by placing instructions on the level. In it’s core concept, the game is reminiscent from the old Amiga game “Brat” ( gameplay video ).

Saturday

Due to the heat at this end of the month, I woke up at 5 am. As I live in France, the LD theme is announced at 4 am, so it was almost a perfect match. I just checked the theme of the LD and got back to sleep.

At 8 am, I fired up my IDE with MonoGame, a open-source XNA replacement, and with my MonoGame extension libs. Having done mostly platformers with the previous ludum dare, I knew that my lib didn’t have such features as controls (in the Windows sense); I would have to implement draggable items, buttons, control panels, and so on. Also, my lib supports sprite animation but it is very experimental, and I never tested it in a game (only functional and unit testing where done in a previous project, but I didn’t know if the framework put in place to handle the animations was easy to use or not).

I basically started by copy / pasting the initialization code from the LD35, and replaced menu and title images from the previous game with new images. I choose to use pixel-art (upscaled 4 times, that means that each sprite pixels use 16 pixels on screen) because it’s an art style that I’m at ease with, but also because it’s fast to produce.

The day was taken mostly to add basic features and to test the core concept, aka “put arrows in place, make the robot follow the arrows to the exit”. Around midnight, I had my first level working, but very rough controls and input (mostly due to bugs in the draggable code).

Sunday

I had to get back my daughter who was on holidays for a week with my girlfriend’s parents. I only had the time to code/draw late at night (starting from 9 pm to 12pm). I already knew that I could not make it to the compo, and that I’ll have to use the Jam extended time period to finish my game.

However, as the base was working, I could code new tile behaviors (the no command tile). I also had the idea of a switch that can control a distant gate, but my level editor ( which is a simple HTML page where you can drag and drop items on it, generating the XML for the level ) didn’t support editing of properties that aren’t positioning properties (i.e. top left width left and tile type). While for other games, I could dodge this missing feature by using tricks, I had to implement it for the LD 36, as I needed to tell the switch which gate it could open.

Level Editor

The new, improved, level editor with property edition

I also had another problem; in the first design, I thought I could make the robot “fall” from the level if an arrow was misplaced; however this proved difficult to implement as you may run in drawing order changes ( currently, the level is splitted in layers, a bit like photoshop: the background with the tiles, the one where the commands are added, and then the layer containing the robot ). This layering system is a legacy from the previous ludum dare ( it’s nice for a platformer, as you can put items behind or before the player sprite ) but is not so clever for a top down game. So, when falling, my robot should have been occluded by tiles that are at the same ground, but lower from a screen perspective. Due to the false 3D perspective, I would have to encode some kind of Z component on each tile to tell if the robot was occluded by the tile when falling.

That was really too complicated, especially due to the time frame left. It was simplier to stop the robot in a fail-safe mode (OK, it is ancient technology, but even the Roomba has sensors to prevent to fall from stairs :D) and indicate the player that he was stuck. And that was doing the trick!

Monday

Again, as I was working, I did know that I only would have 3 or 4 hours more to work on the game on Monday. I usually spend Mondays on polishing the game: adding transitions, tests, timers, fading screens and so on. Usually, the game without these things shows a gameplay concept, but taking time to adding non critical things like this gives your game a polished look. I prefer, in general, have less features but a well finished game than putting a lot of untested / badly tested features in a game. And most of the time, some last added features proves to be bad features. Keep It Simple and Stupid (KISS) principle prevails in all of my games :D.

Unfortunately, there are some things that I could not finish in time:

  • The robot animations (move left and right were made, but I also wanted to include rotations and move up / down animations). Drawing the robot rotation in pixel-art proved to be a real challenge.
  • More levels. Like said, the ideas are not missing for this game. The robot already includes a battery (it’ll fail if you start an loop ingame due to battery depletion), but there is no representation of it in game. The robot could also use tiles that replenishes it’s batteries (induction anyone? :D). Threading could be represented through multiple robots doing tasks concurrently. Robots could pick up items (in a stack), so you could technically make a level that would allow a Tower of Hanoi kind of problem to be solved. Pressures plates could be a thing to (similar to a dead-man switch where you have to stay on the switch to allow it to function). Logical gates (Switch A and B must be activated to open a gate). Arithmetics counters tiles. There are really a lot of things doable for such a game…

Conclusion

This game was made essentially to teach the basics of computer science to my daughter; It was time for her to test the game. After explaining her the base concepts of the game, she was able to play through level 1 to 4, but the fifth level proved to be a bit difficult for her, and I had to accompany her and explain her some tricks to finish the level.

Now, I have a question for you all. The game was intended to be played on a mobile device (tablet, or smartphone), and some testers asked me for more levels (and I didn’t forgot you at all, I was working on code upgrades/clean up required for these new levels). Should I really continue this game? I have lots of features ideas (that could teach the principles of threading, stacks and so on) that I could put in it, but only if more people are interested in this game. If you say yes, I could maybe work more on the game, and release it, but I’m unsure about it as it wasn’t my original plan at all…

Link to the game’s entry: GLITCh

Tags: final post mortem

Ludum Dare 36 games made here at Tech Valley Game Space

We’re at it again for the 36th Ludum Dare online game jam, a marathon of making a game within 48-hours solo, or 72-hours in a team. This Ludum Dare’s theme was “Ancient Technology” and we’re proud to present the results from our sixth real-world meeting:

Sling Fling

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Use the sling, an ancient form of weapon, to fling eggs at a plush chicken. Score points by hitting it harder, but timing is everything when the egg starts spinning!

This was a solo effort of about 12 hours total. ‘Twas a busy weekend, but still managed to crank something out. I thought the sling could be an interesting mechanic. There’s probably a more interesting game to base on it, but not for me this weekend! Have fun!

Known issues:

  • You can spin the egg too fast and cause physics issues.
  • You can hit the chicken with the egg without releasing it, allowing for unlimited points.

— Douglas Applewhite

Moneta’s Vigil

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Controls: Arrow keys + spacebar

Created by:

We Are Here To Help

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Did aliens really help build the pyramids? They certainly think so!

This was created using Ren’Py Visual Novel Engine.

Artifact of the Ancients

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Join the archaeologist, Sam, on one heck of a ride as he searches for a mythical lost treasure with his faithful companion, Lucy. You’ll flip as you experience the world from different perspectives and Sam’s life goes topsy-turvy the further he goes down the rabbit hole.

Created by Omiya Games and Apostrophe. Character, portal, crate, and spike art by spaceJASE.

This game is funded through Patreon. Many thanks to the following:

Adam R. Vierra
Joshua Jennings
XanderHD
Tommy Pedersen
Jacob Clark

What Could THIS be?

whatMightThisBe

Decided I will do miniLD 70, but i am pushing closer to the deadlines than I’d like to…

Anyone recognize this?

Sassy Salesman Simulator Development Timelapse:

Hello Everybody,

Thanks for playing and commenting our game!
I’ve played some really good quality games and this was an overall funexperience.

Just in case if anyone is interested Ive uploaded a timelapse video of the development process.

A long timelapse video (1hr)

and the same but at 5x (10 min)

Well spent Free Afternoon

Just a few days before the feedback period ends if you have a Free Afternoon and you would like to spend it on getting frustrated over ancient technology of the 80’s and 90’s you still have the time.

Give it a try and see if you are patient enough! 😀

Play Free Afternoon

(well, the game is not going anywhere so you can play afterwards as well)

Into the Universe: First Ludum Dare post mortem

 

Before anything else I would like to thank everyone who played my game! This was my first Ludum Dare and it was worth it!

Into the Universe: My first LD game

Since this was my first Ludum Dare I knew from the beginning that I have to make something very simple, just to be sure that I can finish everything in time. I was originally aiming for the Compo, but I ended up in Jam, because my final game turned out to be a bit more complex. When I look back I think it is better to submit finished game in 72 hours rather than unfinished in 48.

With Into the Universe my main goal was to create simple strategic game – I really like the gendre of simple strategic/rogue games like FTL so I decided to do something like it, in a way.

What went wrong

One thing that I really struggled with was time. Making a game all alone is hard but it is doable when you plan in the right way. I unfortunately spent so much time on procedural solar system generation and planet stuff that I did not have time to implement proper fighting or even usage of the planets themselves. Because of this I did not have time to balance the game in the end either, so some games might be very easy and some very hard.

If it’s broken, I won’t fix it

Two things in the game are totally bad! Sound effects were added literally 5 minutes before the deadline (and I don’t mean the deadline with 1 hour to submit, I mean the end end deadline). Same goes for the fighting. Even though it was added this late in the process it still works, well, kind of… Fighting is really bad because it is repetitive and there is no feedback other than weird sound effect and there is also one BUG when if the AI kills you, the blowing up sound plays forever (sorry about blowing up your head).
Overall things are broken in this game, but they are not game breaking! What I really like about Ludum Dare is that the time is limited and I don’t want to fix these issues, because it is my fault as a creator that they exist. I had limited time and the game is what it is and you all should play the game that was really created in 72 hours.

What went right

One thing I’m really happy about is the whole game concept. I like it a lot! What I really like is the fact that the game can be played for quite a long time and it still can be fun. And even though I spent too much time working on the planets I really like the feel of randomly generated solar system and the feel of the whole game. I’m really happy about the music too.

Future of this game

All in all I’m really happy about my game and I accept all the feedback comments from you guys. Thank you very much for them, because knowing that you played my game just makes me smile every time I play it!
I plan to work more on this game in the future – basicly rewriting it altogether. I think the idea behind it is very cool and definitely is worth exploring.

TL;DR;

THANK YOU EVERYONE FOR PLAYING MY GAME and THANK YOU FOR MAKING THIS LUDUM DARE.

Feel free to PLAY MY GAME!

Switchboard Heights (More Operator Shenanigans)

Switchboard Heights

Switchboard Heights is a unique operator and puzzle-platformer blend, and it’s gotten quite the reception!

There have been a lot of operator games this LD.  In fact, here is a list of the ones I’ve found:

Hello Hello

One-Armed Operator

Switchboard Operator

The Operator (ForeignGuyMike)

The Operator (Gipzo)

The Switch – Worker

Allo?

Recently, I added an operator edition to my LD game, Blunderbuss, but I decided that I wanted to torture enrich the LD community by making yet another operator game, Switchboard Heights.  It is a unique take on the operator genre, a puzzle-platformer with pieces that you can rearrange.  I made it from scratch over the last few days for some reason, probably because I have no life love making games and felt really motivated.  You can play it here, or you can just play one of the 1910 entries actually entered in the LD.

About Flashing Lights in Games

Hi!

I have been wondering about putting a sign concerning photosensitive people (that suffer from epilepsy) before playing my Ludum Dare #36 entry. Although I wrote in the description about this concern, we all know, generally player don’t read the description before playing so I wanted to make sure they don’t play without passing this message first. Although this concerns a very small percentage of a very small game… that’s all it takes.

So, this is what I came up with.

Artefact-O 36 - Warning
Here’s my entry: Artefact-O 36

I would like to know what you think. Does it pass that message right?
Is there a standard message I should use?

Crystal Skull is a part of Interactive Horror Stories

WideTile_744x360

Maybe (a low possibility) you had seen Crystal Skull. It is a Ludum Dare 36 entry and a text horror game. Now I released Interactive Horror Stories for mobile platforms and Windows 8.1/10, it has 4 stories inside, including Crystal Skull.

Crystal Skull is an interactive horror story in the style of Choose Your Own Adventure. You make choices and they bring you to different endings.

You are a king who is loved by his people. You have a serious problem, though. Your only child, Juliana, has an incurable disease and she is dying. You hear about a crystal skull which can cure illnesses and make people have visions. It is brought to your palace from the continent of America, but your man warns you that the skull might be cursed.

Now you have a chance to play it on your mobile device! (Android, iOS, Windows Phone 8.1/10)

 

Our LD game launched on Steam!

Hello, folks! My name’s Nick and I’m one of those two guys who made Don’t Crawl. Do you remember it? The game was originally made for Ludum Dare 33 (theme was “You are the Monster”), and over a year reworked into a full-scale Steam release, complete with matchmaking, map editor, and Steam Workshop support for sharing maps.

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Initially, I just wanted to see how would the general idea of Powerhoof’s Crawl work in a classical platformer – I wasn’t even intending to make a “complete” game. It seemed to work pretty fine, we were even approached by someone to potentially release a more polished version of the game for their platform. Fortunately or unfortunately, that deal didn’t work out, but this suggested that the game has potential, so we continued working on it. And now, a year after the initial release, the game is on Steam!

Huge thanks to the LD crew and local community! You made all that possible!

The Get Up 1.0 with VR and more!

The 1.0 of The Get Up is released, check out the video:

Now also on Gamejolt: http://gamejolt.com/games/the-get-up/189692

Here is whats new versus the original jam version:

  • Sounds
  • Fully fledged VR mode
  • Slaves actually push things now (also butt pushing)
  • Physic simulated palms (Drag out for wood)
  • Destructible vases (The water has purpose)
  • Several obstacles
  • More variations in spawning (front, behind, above)
  • Music
  • Menu with options
  • Improved Physics
  • Actual difficulty increase
  • Fixed stones not touching each other slowing it down heavily

Tags: 1.0, download, released, trailer

Invitation to playtest my mobile civlike turn-based strategy

icon_512 Civilization Builder is ready for the first test: http://www.airapport.com/p/civilizations-builder-first-testing.html

In this version you’ll be able to expand, explore, exploit and fight with enemies and rebels using your diplomatic power.

You are welcome to share your thoughts and suggestions

This seem familiar?

A little while ago, i posted this

So, this time I decided I would be a little more secretive, cuz it’s fun teasing people 😛

Anyways, here’s a preview of my actual game, that i FINALLY started coding. I’ve been kinda lazy/tired lately, so not much is getting done. And for this game, I had to figure-out how to do some new things, which all involve HTML5 ImageData objects before even THINKING of making a game… fun stuff!

seemFamiliar

Last call to play Alquimancer… Tku 4 playing and feedback!

If you have not played Alquimancer this is the time to play a 80’s experience in a post-apocalyptic world.

Manipulate materials for creating precarious technology at your Age.

alquimancer

Inside a post-apocalyptic world dominated by machines, what remained was his alchemists skills to create, at least, ancient technology.

I want to thank everyone who played and feedback my game. I’m already making changes in the game and adapting it to mobile. Two directions I think is the most appropriate for the mechanics of the game.

I was a little disappointed with the assessment system but it was fantastic experience with the “Feedback Friend”. As I am not fluent in English, I felt limited in helping some friends in their games, but hopefully fix this problem for the next events.

And if anyone still want to download the soundtrack, here:

PLAY AND FEEDBACK ALCHIMANCER

My First MiniLD70

Search Treasur In The Cave My Entry For This MiniLD70 ,This Game Is Intended For All People Of Any Age , You Can Play This Game On Windows Or Linux And Also On Android.The Aim Of This Game Is To Discover The Treasure,Follow The Arrows Drawing On the wall To Direct You To The Aim…ENJOY!!! Thanks all.

My Page For Game : http://ludumdare.com/compo/minild-70/?action=preview&uid=111717

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My Page For Game : http://ludumdare.com/compo/minild-70/?action=preview&uid=111717