LD36 August 26–29, 2016

SOITES (Unfinished) – Dishonored style sneak game

I just published the site for my (unfinished) game: http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=112303

The project itself was too big to be completed in three days and I also polished things too much which in the end cost me a lot of time. Anyways, the experience was awesome!

 

Soites 2016-08-30 03-18-08-24

Chadwik the Charismagnetic!

We finished! I just got this thing uploaded, and am now ready to go and get some sleep. Good thing I can rest tomorrow because all I have to do is go to school.

 

Chadwik Big Thumb

 

Play it here!

Made of Steam

MadeOfSteamTitle

Made of Steam my LD#36 entry is now ready to play.

This time I wasn’t able to make the deadline of the compo. I needed the extra day to finish the game. But even this extra day didn’t gave me the needed time to implement all ideas I had in mind for the game. ;(

Here are some screen shots:
Screen 2
Screen 1

You can play the game here.

So I’ve submitted my entry

The first game I made. I’m amazed I finished it, I went each day from I’ll definetely finish it to I’ll never finish it.

All in all I had to cut out some features to finish it on time. Hopefully next time I’ll do better.

https://spyder.itch.io/realms-of-oldbeta-ludum-dare-36

Check it out. All feedback is appreciated. Now if you don’t mind I’ll go sleep I think 😀

Yeah! I’m finished.

If you wan’t to play with my game, here’s a link to it. :)

It’s gameplay is based on Plants vs Zombies.

Sorry i couldn’t have time to write a manual, but the controls aren’t difficult :)

OOh and it’s a million times less buggier then my first game the Manster Ltd was. :)

Pls write me is you see any bug or something in the game.

 

The game’s page: http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=34935

Download link: https://www.dropbox.com/s/p1gxcv82ez02oax/Roman%20vs%20Gauls.zip?dl=0

game

game

We Finished!

This was my first Ludum Dare and Muffins second, and we both had a blast. We set our sights a bit too high and didn’t quite finish our game, but we did finish something and get it submitted in time!

 

itch_cover

 

Check out A New Start here!

The making of my game! (French)

Hi guys!

I hope had enough rest after the Jam! I started playing and commenting your games today and I hope I’ll have some feedback on mine too 😉
You can check it out right here:
museum gif
http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=50295

And for the frenchies out there I made a video of the making of my game during the 48h of the competition! So you can check the process of making Museum!
https://www.youtube.com/watch?v=ZPdd0oh09Gg

Have fun!

We almost made it

So that’s how it fell to miss a penalty in the global cup.

Well maybe it’s not that hard but it really feels shitty, we tried to make a game kynda like an a space shooter but with a chinese and rockets.

The combination of me being a lazy shit and don’t knowing what to do ended up with this result, we didn’t make it in time.

I got to meet some awesome developers and also some really cool players, i really sorry not being able to get the game in the jam.

But at least we are going to release it soon, probably as a short web game that you can all play and give some feedback on.

Thank you all for your support guys and we hope to see you in the next jam!

UBUQ: Guitar Hero meets RPG (Submitted!)

Yes! We did it! Finally we achieved to get something playable, and sincerely, it’s much more than we expected.

  • Start screen with story, instructions and credits
  • Attack system combat
  • Melee and ranged IA for enemies
  • Two kinds of enemies: standard and badass
  • Loot drop (coins and healing ) from defeated enemies
  • Little level fully designed
  • Full art colored
  • Damage system to/from enemies
  • Game over management

I would like to congratulate my team for the hard work.

portada

shot4

shot5

shot6

 

Tags: final, LD36, Ludum Dare, screenshot, unity3d

Apologies for the extreme cold being felt in hell. Well, no, not really.

So, yes, for the record:

Truck finished something before the deadline.

Now, yes, it was a team effort; Halides did the music and Leblane did some things, and there was collaboration. However – Leblane was sick all weekend and really couldn’t submit much (he did the menu and some of the graphics) so pretty much all the code is mine.  Which explains why it is not that fantastic, and why I’d redo it differently if I were to start over.

So – here’s the link to the game:

Team (” presents ‘I need Tea’

And some screenshots:

PICO-8_5 PICO-8_6PICO-8_7

So let’s cover some items in the game that made it in and are half-working:

The printers and phones made it in.  The printers do show the numbers for the extensions, and they do collect (so you don’t have to write them down yourself.)

The _dialing_ mechanism, including the finger and animation, didn’t make it in. The finger picture exists, the animation – that’s coming up post-jam.

The computers, locked doors, disk, cassette, and modem stuff – that’s not in. Probably a day’s work to get that in a rudimentary state, and properly hooked up – probably a bit more… but maybe will just do rudimentary as this isn’t the most fun you can have (look for object all over! ok, now take to the appropriate room! THIS GAME MECHANIC IS AWFUL YOUR GAME IS BAD UNINSTALL DOTA)   The sound effects aren’t in the _game_ though they exist.  And the ‘you win’ page – it works, but it’s buggy and just doens’t show.  I submitted with 2 minutes to go after a final test, saying “yep, it works well enough to submit” and – well there you go, it’s a ‘game.’

The point was to make something, and see how far we could get.  Not to rule out bad game mechanics – I mean, it _could_ work. Heck, it might even be enjoyable, and making it such would be a challenge. But we finished enough to get it submitted.

I’m not sure many folks understand what’s gone on here, and that hell is frozen right now.  I finished something before the deadline.

So – postmortem will come up, right now, I’m gonna go… have a beer. Cuz.  I finished something before the deadline. And submitted it.  To a compo.

Comments

Truck
30. Aug 2016 · 02:13 UTC
also I do NOT know why Leblane’s contributions do not show up in the Github contributor history, he did submit some, you can find them, and … it’s just odd.

Exactly what it says on the tin, except the reverse opposite

scr1

To Give a Game

After a magical home stretch, I was somehow able to make my entry feature-complete the way I hoped!

It’s a bit silly, it’s a bit serious. It’s a bit cute, it’s a bit rough on the edges. It’s a bit anarchic, it’s a bit tropey.

Whatever this game is to you, I hope you folks enjoy it as much as I enjoyed making it. This was one of my most lovely Dares.

Good night.

Tags: i should take better screenshots

Well… That was fun!

Here, I am, tired, nearly falling asleep on the keyboard. All I have on my mind is how fun this was!
I mean, I didn’t actually manage to finish the game, but… it works. sort of. So I’m happy.

I’m probably going to sleep soon, but, for now, as I blankly stare at my computer, I’m happy. Because I had fun.

Well… That was fun!

Here, I am, tired, nearly falling asleep on the keyboard. All I have on my mind is how fun this was!
I mean, I didn’t actually manage to finish the game, but… it works. sort of. So I’m happy.

I’m probably going to sleep soon, but, for now, as I blankly stare at my computer, I’m happy. Because I had fun.

After a few years participating, this is the first time I finished a game.

This time, I didn’t stay up all night after the theme was released. I just tried to put some thought into it, but after a few minutes of not having any idea, I just went to bed. Before sleeping I watched a few youtube videos (I searched “ancient technology” looking for inspiration), until I stumbled upon a video of a wind powered sawmill.

I had a good night’s sleep and on the next morning the idea just came to me: A device made out of bamboo, wood and plant cloth that goes upward using extreme wind force. It was a simple idea… simple enough for me to finish it.

Yeah, it has bugs, of course, but I was able to implement and draw most of the stuff I wanted in the game.

View post on imgur.com

I think what made this possible was a combination of a relatively simple idea + me doing it by myself + choosing jam instead of compo. The problems I faced on my last game jams were:

  • Having a team or a paterner, but the team/partner giving up halfway through the jam (this happened the most)
  • Doing it alone and not having enough time because I had a somewhat complex idea
  • Doing it alone and not having enough time because I chose compo instead of jam

Also, maybe it helps that I have a much greater programming/art knowledge than I had in the past few years.

So yeah, I think this time I got it right, which revigorated the “game jam spirit” that was getting weaker and weaker each time I couldn’t finish a game on ludum dare.

If you want to play my game, here is the link! If you like it or have any criticism or whatever, just leave a comment!

 

So, remember that game I promised?

It will be finished some day.

So, have a post-mortem:

preparation:

what went right:

  • got a few needed updates made to my game library

what went wrong:

  • didn’t get nearly all updates i waned/needed done to my library
  • actually put a couple bugs in my library, slowed game down at the beginning
  • didn’t spend as much time preparing as I should have… part of this was beyond my control, there was a few weeks before the jam when i checked to see the schedule for ld36. Still, soe of this was my tendency to start new projects at the flip of a dime.

game:

what went right:

  • more completed game engine than LD35. Although my final submission has basically no real content, all the basic set-up to create something pretty awesome is there. It’s taking priority over my LD35 submission to be updated.
  • There was overall, better time management, since I focused more on coding features than making them look nice. I also didn’t spend a massive amount of time doing pixel art, and rather used some built-in filters/effects to create textures and such. The only real pixel art was the wall bevel overlay and the Egyptian Eye of Horus on the beam emitters.
  • Fixing bugs. I actually got major bugs fixed this time, including multiple problems with collision-related stuff.
  • Scope. While the game is nowhere near complete, had I managed to get just a few more extra hours of work in, this game would have seen completion. The bar was not set unrealistically high, as opposed to the previous jam, which had FAR too much stuff to implement, and I was managing time quite poorly this time.
  • Coding practices. I stuck through with my plan to create a more ‘proper’ class/object hierarchy, this streamlined development and reduced bugs significantly. My LD35 submission is full of copy-paste, and basically all its bugs were caused by copy-paste errors.
  • NO tilemapping of any kind. Levels are easier to edit, as there’s just the static background, and various entities to load. This is extremely easy to edit, as opposed to that disaster from my previous/first LD.
  • I did manage to spend some of the that time running errands would’ve just wasted. I was coming up with plans, or manually debugging code.

what went wrong:

  • still started late…
  • Didn’t come close to finishing game
  • Final level was indeed rushed to implement
  • content… much had to be stripped
  • Even WORSE IRL stuff to take away from time.
  • Due to the events of the last couple weeks, my sleep schedule has been off. I napped-away a pretty significant amount of my time.
  • Honestly, did stick to hard-coding a bit too much, and it was hard to remove all of that.
  • Some very incomplete parts of my library are extremely painful to use, and all parts are undocumented. This slowed me down when looking at my own APIs to see what was being done wrong, and even, just how to use them…
  • The level loader, win game, and scoring system were added last minute, and are very buggy. The player kill system was never completed.

Things I hope to improve in the future:

  • Have better time management
  • Is it even POSSIBLE to get IRL to LEAVE ME ALONE?
  • Better preparation
  • Improve art style
  • Further improve coding and debugging strategies
  • FINISH THE GAME
  • Have documentation for my library and perhaps the JavaScript language, ready
  • Hopefully port the library to Haxe, JS prototype chains suck to maintain, and it takes some seriously ugly and indecipherable code to ‘properly’ implement OOP in JS. I’d rather a tool do this bit for me.

 

Overall, I’d say this went better than LD35, just wish I had more content to show for it. I feel more confident about this game project, so it will take priority over my LD35 game to be polished/completed.

So, remember that game I promised?

It will be finished some day.

So, have a post-mortem:

preparation:

what went right:

  • got a few needed updates made to my game library

what went wrong:

  • didn’t get nearly all updates i waned/needed done to my library
  • actually put a couple bugs in my library, slowed game down at the beginning
  • didn’t spend as much time preparing as I should have… part of this was beyond my control, there was a few weeks before the jam when i checked to see the schedule for ld36. Still, soe of this was my tendency to start new projects at the flip of a dime.

game:

what went right:

  • more completed game engine than LD35. Although my final submission has basically no real content, all the basic set-up to create something pretty awesome is there. It’s taking priority over my LD35 submission to be updated.
  • There was overall, better time management, since I focused more on coding features than making them look nice. I also didn’t spend a massive amount of time doing pixel art, and rather used some built-in filters/effects to create textures and such. The only real pixel art was the wall bevel overlay and the Egyptian Eye of Horus on the beam emitters.
  • Fixing bugs. I actually got major bugs fixed this time, including multiple problems with collision-related stuff.
  • Scope. While the game is nowhere near complete, had I managed to get just a few more extra hours of work in, this game would have seen completion. The bar was not set unrealistically high, as opposed to the previous jam, which had FAR too much stuff to implement, and I was managing time quite poorly this time.
  • Coding practices. I stuck through with my plan to create a more ‘proper’ class/object hierarchy, this streamlined development and reduced bugs significantly. My LD35 submission is full of copy-paste, and basically all its bugs were caused by copy-paste errors.
  • NO tilemapping of any kind. Levels are easier to edit, as there’s just the static background, and various entities to load. This is extremely easy to edit, as opposed to that disaster from my previous/first LD.
  • I did manage to spend some of the that time running errands would’ve just wasted. I was coming up with plans, or manually debugging code.

what went wrong:

  • still started late…
  • Didn’t come close to finishing game
  • Final level was indeed rushed to implement
  • content… much had to be stripped
  • Even WORSE IRL stuff to take away from time.
  • Due to the events of the last couple weeks, my sleep schedule has been off. I napped-away a pretty significant amount of my time.
  • Honestly, did stick to hard-coding a bit too much, and it was hard to remove all of that.
  • Some very incomplete parts of my library are extremely painful to use, and all parts are undocumented. This slowed me down when looking at my own APIs to see what was being done wrong, and even, just how to use them…
  • The level loader, win game, and scoring system were added last minute, and are very buggy. The player kill system was never completed.

Things I hope to improve in the future:

  • Have better time management
  • Is it even POSSIBLE to get IRL to LEAVE ME ALONE?
  • Better preparation
  • Improve art style
  • Further improve coding and debugging strategies
  • FINISH THE GAME
  • Have documentation for my library and perhaps the JavaScript language, ready
  • Hopefully port the library to Haxe, JS prototype chains suck to maintain, and it takes some seriously ugly and indecipherable code to ‘properly’ implement OOP in JS. I’d rather a tool do this bit for me.

 

Overall, I’d say this went better than LD35, just wish I had more content to show for it. I feel more confident about this game project, so it will take priority over my LD35 game to be polished/completed.

So proud of myself!

I did it! RuinsDig is *complete*. It’s a cave explorer/puzzle game where the goal of the puzzle is to feed the monster the golden apple using ancient technology and the miracle of physics! I’m writing that down here, because the goal of the puzzle is not listed anywhere IN the game, [and probably not intuitive.]

This was a solo project – however much credit given to the following:

Font:  Calligtastrophe, Evan Tetreault [100% free on Dafont.com]

Music: Cal Romer, Wawful Studios [www.wawfulstudios.com]

Here’s the link to my post!: http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=112775

And here’s the link to the game (Windows only) on Google Drive: https://drive.google.com/open?id=0B3mmUFWIV2qqOEs0YTdvcF92Nzg

And now for some screenshots!

LevelScreenshot

LevelScreenshot2

PuzzleScreenshot2

PuzzleScreenshot3

Finished with 4 minutes left!

Was our first dare and we had a lot of fun. I’ll be having fun checking out all the other entries, good luck everyone!

cnc

+ Destroy the islands to collect your navigation equipment and head home! Note: (drops somewhere next to the island, and the island has a marker letting you know it has a drop)
+ Destroy enemy boats and drive up to them to commandeer them!
+ You can’t heal, so commandeering boats is the only way to refill your health!
+ Different ships move, turn and shoot at different speeds, and have different cannons!

You can play our game here
Note: web version is broke, will recompile once I get home.
All Fixed!