LD17 April 23–26, 2010

Pre-compo

Since tenacity is an important quality, I am back for another round of LD.

The tools I’ll be using:
QT4 library : lets see if it has everything that game development needs. I know how to use 2D drawing methods and openGL, I’m not sure about the sound support.
QTCreator : the official QT IDE, so far has served me well. This is the main reason I am going with QT, although I could use any other c++ lib in it. I love it. :)
Gimp,Inkscape : graphic tools of choice.
Blender : I might decide to go 3D with this game, haven’t decided yet. Might use blender, maybe just for 2D renders.
LMMS : linux multimedia studio, will be using it for music composing. Any other sound recording will probably be done by some generic sound recorder tool.

Now I have to prepare my timelapse script, last time I took way to many screen shots, ended up with a few hours of footage. Also need to do some shopping and prepare my work environment before the compo. Can’t wait.

Tags: blender, GIMP, inkscape, LMMS, QT4, qtCreator

Comments

20. Apr 2010 · 16:24 UTC
Interesting choice for a toolchain. I’ve often considered using QT for one of these contests, but I’m afraid that I would get sidetracked adding gui stuff like a level editor with all the gui components so readily available. It would be great for a sim-type or RPG game that needs a lot of GUI. Especially now that you can mix OpenGL with widgets and GraphicsItems on the canvas. Also having the signals/slots and all the Qt utility classes available seems like it would be very helpful. I’m looking forward to seeing how your project turns out…

First LD

I’ll be competing in my first LD this weekend with the help of the Gamebox ruby framework. The source is available at http://github.com/shawn42/gamebox . Depending on the game, I may use other libraries posted at http://github.com/shawn42

I’ll probably use cfxr for sound clips, pixen for some pixel art, and lots and lots of vim.

Best of luck to everyone!

How to make crappy art

badgameart

UPDATE: Experience my poor art in a game, thanks to JonathanW!

I get peeved about things for no good reason a lot. One of those things is crappy art in games. I’m not really a great artist so I don’t know how to make good art, but I do know what I don’t like about bad art, so I decided to complain about it in the form of this exciting tutorial! I figure knowing what to avoid is at least as important as knowing what to do, so here is my guide to making really bad art for your game!

Color

Picking the wrong colors is obviously an important part of crappy art. The wrong color scheme can make people stop playing your game, or even not download it at all just based on the screenshots. It’s good to know how you can encourage that behavior.

Avoid complementary color schemes like blue/yellow, green/red, orange/purple at all costs, as they provide a good contrast and balance of hue. The mockup above is not the best example of this, as it manages to find balance between the green of the grass/foliage and the brown (red) of the wood, as well as the yellow sun against the blue sky. An easy way to avoid picking complementary colors is to use a scheme with only hues that are closer together, like nothing but green and brown.

Make sure to neglect the other laws of color balance, too: brightness, saturation, and contrast. The mockup again fails to totally break balance in brightness, as it contrasts the bright sun and grass with dark wood tones and black outlines. However, notice that most of the colors are highly saturated, with the fluorescent radioactive grass taking up a significant portion of the viewing area, successfully creating a palette that is a total eyesore. Also, the bright red on bright blue text in the upper left creates a clash that can literally cause your monitor to ignite if left on screen for too long.

If you use shading, always use basic photoshop gradients rather than drawing shadows by hand. Gradients look especially cheap and cheesy when applied to complex shapes. Make sure the colors are flat without any highlights, which are areas of lighter color on the side of an object closer to the light source, which create a sense of believable lighting. Same with shadows.

Detail

If you have picked a simple set of matching colors, or perhaps a minimalistic palette of black and white, don’t worry, because there’s still a lot of ways to go wrong. Detail is the way colors are put together on a small scale. Artistic styles are made and broken in the subtleties of how things are represented in your art. Use the following tools to achieve a feel of poor stylistic choice: geometry (perfect rectangles/ellipses/lines), complex textures applied to simple shapes, large soft brushes or special brushes, ugly fonts.

Flawlessly rendered geometrical shapes are quick and easy to make, and give a sense of inorganic coldness and unrealism. Carelessly applied textures or photographic imagery in an unrealistic world (like the bell peppers in the mockup above) add unnecessary detail, deprive the imagination of the ability to “fill in the blanks”, and instantly cause stylistic clash in your game. Very soft and unusual brushes in a single color turn game elements into cheap photoshop scribbles, again creating detail that destroys the imaginitive nature of simpler art.

Make sure to use as many of these techniques in combination as possible. The bigger the variety of art styles on one screen, the more conflicted the game world becomes, and the easier it is to break immersion. If one game element has a black outline, use a blurry outline on the others! Make some things flat-colored stick drawings and others photorealistic, so that it becomes difficult to imagine them interacting with each other.

Composition

Let’s say that despite your efforts, you ended up with a decent color scheme AND a consistent art style. You still have one last chance to ruin the game experience. Composition is the arrangement of parts of objects, scenes, or levels on a larger scale. Draw all objects in poor arrangement and out of proportion, and you’re sure to create distasteful art out of the highest quality graphics.

Composition is the art of directing the gaze of the eye around the scene. Break the flow of a composition by crowding elements together and leaving unnecessarily large gaps of space. Notice how the “health” text is huddled annoyingly close to the edge of the screen, even though there’s plenty of open space available for it. The bell pepper next to the tree nearly touches it, and creates a pocket of blue sky that traps the gaze of the eye as it moves across the scene. The sun is crowding the tree, with open space to the left of them, again creating compositional imbalance. With enough lack of practice, you will be able to create many more of these annoying layouts and pockets of space than I was able to in the mockup above.

The shapes and sizes of objects are another place to create disarray. Notice how the trunk of the tree is too thick for the size of the foliage implied by the blurry blotch. The roof of the house is slightly too large, making it look top-heavy and leaning to the right. The sun rays, in particular on the top and right, generate a subtle aura of awkwardness with their sloppy restricted shape. The bell peppers may seem unrealistically large compared to the rest of the scene, but giant versions of small objects are not so uncommon in games. A more jarring size imbalance is the fact that the tree with a trunk the width of a door is no taller than a one-story house. Furthermore, the doorway does not seem capable of accomodating the stick man’s head.

Conclusion

Armed with clashing colors, conflicting styles, and careless composition, you are now able to make the worst art indie games have ever seen. If you like, make your own ugly eyesore and post it in the comments!

Thanks for reading! Questions and feedback are welcome.

Also recommended: Better Programmer Art, the classic tutorial on actually making art.

Tags: art, how to, programmer art, tutorial

Comments

Hinchy
20. Apr 2010 · 22:18 UTC
i’m tempted to make the game depicted in the above screenshot once LD is over >_> <_<
20. Apr 2010 · 22:20 UTC
Preach it, brother! Just because someone’s a programmer doesn’t give them a license to make eyeball gouging art.
20. Apr 2010 · 23:42 UTC
O MAN I WANNA EAT UR PEPERS!
21. Apr 2010 · 05:44 UTC
Alternatively, draw crap art and hit it with koalizer(tm) photoshop filter:
21. Apr 2010 · 12:26 UTC
Good game. I’m stuffed.

Why Evolution sucks

Have you ever worked with ANY program involving evolution? They all take hours at best, weeks at worst, just to run long enough to get interesting results, let alone to develop.

Way back I used to play with SodaConstructor, an applet where you make 2D moving creatures out of springs and muscles (which are springs that expand and contract according to a sine wave) joined at the ends. A related applet was SodaRace, where you built a track for these creatures to race on, and tried to build the one that got to the end the fastest. Someone made a program that took a creature and randomly varied various aspects of its construction, put a bunch of these mutants on a track, and raced them, picking the fastest ones and repeating this in a process of evolution. It took hours just to get something remotely interesting, and days to come up with a maybe kinda cool result.

Same story for a bunch of life simulators that I’ve tried that you can google for. Usually the story is I run it, see a bunch of weird creatures move around randomly being stupid, and maybe if I leave it running overnight the next day I’ll see a bunch of one creature that moves around randomly, in a way that happens to not consistently lead to death. It’s watching paint dry.

There are several problems with simulating evolution:

  1. It’s hard to come up with a digital environment that will support interesting evolution mechanics without simulating the trillions of atoms and chemical interactions that evolution has to work with. An arbitrary digital environment like a SodaConstructor applet will always have quirks that mean the most efficient creatures – the one most likely to be selected – also use the cheapest tricks and tactics, which includes bugs and glitches if there are any. Evolution will by definition test the very limits of its environment, so the tiniest glitch or imbalance in your simulation will completely throw off the quality of the results, if you ever get any.
  2. No one has yet devised an evolution algorithm that knows which mutations are likely to be effective, so random evolution goes at a snail’s pace. Of course, which mutations will be effective depends entirely on the environment; for complex environments there might never be an algorithm any more efficient than Real Life(tm). This compounds the problem of making a suitable environment in the first place, because it means it could take days between test cycles developing a system that’s already extraordinarily complex.
  3. The results are boring. It’s just the same kind of life (or computer programs) that we already see all around us, except inefficient, inelegant, and ugly, because of their primitive and largely random nature.

Evolution as a theme isn’t necessarily bad. There are other perfectly valid, doable interpretations of it. I’m just saying, if you voted for Evolution thinking you were gonna make an evolution sim, please reconsider.

Comments

21. Apr 2010 · 01:47 UTC
Nice rant, but like you said there are a ton of interpretations on that theme.
21. Apr 2010 · 01:55 UTC
Why sucks, by Billy, age 5
Deepflame
21. Apr 2010 · 02:16 UTC
I downvote evolution on grounds that it is way too much work for a 48-hour timeframe. 😛
billknye
21. Apr 2010 · 02:22 UTC
The only interesting part of evolution would be, 48 hours to develop the program, maybe let it run for a couple weeks and compare results then.
21. Apr 2010 · 04:22 UTC
Not to mention that a successful entry could end up creating SkyNet and kill us all. Evolution is bad, mmmm’kay?
bluescrn
21. Apr 2010 · 04:53 UTC
I’m another one that’s been downvoting Evolution since LD48 had voting…
Tenoch
21. Apr 2010 · 06:39 UTC
There are tons of doable games involving evolution, in 48h. I agree about your view on using evolution simulation (like genetic algorithms) inside a game, it would probably suck. But Pokémon has evolution in it. Warcraft 2 has evolution in it (units and buildings). Evolutionists against creationists FPS. Primordial soup RTS. Whatever.
snowyowl
21. Apr 2010 · 08:42 UTC
Agree with Tenoch. Nobody said you have to use genetic algorithms. Spore has evolution in the Creature Stage, and it’s an awesome game.
21. Apr 2010 · 11:27 UTC
Never played EVO (for SNES), huh? You’re stuck in the weird idea of evolution that scientists have. We’re game developers. We can do better than that! Evolve literally means “to fly out of”. Take that however you want. Things really just need to change (however the player might control it) over time (however short or long) to satisfy the theme, and many, many interesting games can come of it, even in 48 hours. Evolution + 1!
Jpfed
21. Apr 2010 · 12:00 UTC
Chemists say that a sample “evolves” gas when it releases gas. Just in case someone was interested in taking one of the most popular iPhone games out there and making it cross-platform.
rob
21. Apr 2010 · 20:46 UTC
Evolution is a great theme. Control Charles Darwin as he explores uncharted islands and collects data to verify his theory.
SonnyBone
21. Apr 2010 · 21:07 UTC
Yeah, see?

LD @ GDC 2011

Tads

Be there!

I wonder if they have a vegetarian steak?

Tags: motivation

Comments

21. Apr 2010 · 02:08 UTC
Any interest in a gathering at GDC Austin? Oct 5-8 this year. Sound off and we can pick a place. :)
21. Apr 2010 · 16:44 UTC
I ate at TADS like 3 or 4 times.

Evolution

The poster season has begun!

Tags: motivation

First LD

First of all, let me present myself, my name is David Amador, I usually go by the nickname ^DJ_Link^ (good old irc times). As most of you I’m a programmer and  I like to make video games. I have a small blog where I post about game dev, movies and such.

So this is going to be my first LudumDare competition. At least I hope so, if nothing goes wrong.

Tools:
– C# and XNA since I don’t really have any C++ framework.
– Visual Studio 2008
– Audacity, Musagi and sfxr for sound
– Paint.Net for “art” (this is gonna be sweet, since my art sucks)

My working area:

DSCF0002

Boneco<- Sketch of me armed n’ ready for the compo

Tags: introduction

Comments

21. Apr 2010 · 11:10 UTC
Best of luck! Do you think you’ll really use PHP, C++, AND C# for this? :)

Introduction

well, seeing as it’s the season, i thought i might introduce myself.

I’m Saxon Landers, a.k.a AClockWorkLemon, a.k.a ~ACWL on IRC. I make games as a hobby under the label ‘clockwork games’ (haven’t publicly released anything yet) using GameMaker 8.The tools I will be using for LD48#17 are:

  • GameMaker 8 Pro
  • Paint.NET
  • Audcity

And probably a whole bunch of other stuff. This is boing to be my first LD, so fingers crossed.

For examples of my previous games, check The ClockWork Engine. it’s an ongoing project to create a game engine that works off external files.

Hope you enjoy my game! ~ACWL

flashpunk or pushbutton ?

For this LD Im planning to go with flash, but need the wisdom of the flash gurus about a framework to use !

http://flashpunk.net/ or http://pushbuttonengine.com/

?

Tags: flash, flashpunk, pushbutton

Comments

21. Apr 2010 · 11:55 UTC
I vote for flashpunk. Tried it out a couple of weeks ago and it seems pretty good
21. Apr 2010 · 12:14 UTC
Haven’t used PushButton yet (though watched some videos on it and it looks cool too) but I have enjoyed my time using FlashPunk for sure! I think it is ideal for a compo like this. I know a lot of people love Flixel too as another alternative. Flixel just didn’t work with my brain the way FlashPunk does though for some bizarre reason. :)
21. Apr 2010 · 12:15 UTC
Or flixel.
21. Apr 2010 · 14:16 UTC
cool will give a try on Flashpunk for this compo :) and maybe pushbotton for the next, but there is one nice thing pushbutton, they have an integrated port of box2D on it.

Tech of Choice

This will be my second Ludum Dare, given I don’t have to run off like I did for 15.  I’m a starting indie developer so be sure to keep an eye on us http://www.blitthis.com/

This time around I’ll be using MUGE (My Unnamed Game Engine) which is a collection of C++ extensions to Gosu.  As for music, I’m thinking of using WolframTones, if you’re not familiar with this it generates music based off of cellular automata and some of it isn’t half bad.  Of course I’ll be using the de-facto sfxr for effects.  Finally for art I’ll either be using inkscape or photoshop, depends on my mood I guess.

We’re bringing the funk, right?

I guess this makes us Earl.

I guess this makes us Earl.

Tags: motivation

Comments

21. Apr 2010 · 16:45 UTC
It’s time to get this funk ON!
SonnyBone
21. Apr 2010 · 21:03 UTC
OH. SNAP.

Joining the fray

After having to drop out of LD48 #16 after about the fourth hour due to personal emergency, I’ve decided to come back and give it another go.  For added splash and dash, I’ve decided to impose the additional restriction on myself that my entry needs to run on my GP2X as well as Win32 and Linux (summer road trips coming up and all that).

-Tools-
compile and link: (arm-linux-)gcc (with friends ld, as, etc.)
text editing: Dev-C++
sounds: SFXR, GoldWave
music: MilkyTracker
graphics: GIMP (with MilkShape and POVRay, if needed)
stress management: AssaultCube, Winamp, XMMS, ModPlug Player

-Code-
I’ll be using a skeleton that

  • initializes Allegro
  • creates the window/gets access to the display and creates a double buffer (plus forcing a hardware blit on the device as a workaround for a bug on first- and second-generation ‘2Xes)
  • initializes a music-playback library (JGMOD, available freely, but current URL unknown)
  • provides a way for the app to over- or underclock at run-time (GP2X only)
  • provides a simple abstraction layer for reading key or joystick input
  • has a prebuilt main menu
  • has some fast additive and subtractive blending routines, courtesy of fblend (see fblend.sf.net)
  • has some built-in tilemap support with lighting effects
  • has a few built-in effects useful for screen transitions (wipe, blur, distortion map)

In spite of all the bullet points above, it’s woefully incomplete and doesn’t really give too much of an advantage (it probably would in the hands of someone capable, but that’s hardly me, heh).  In the spirit of fairness, I’ll post sources as a response to this ASAP (I’m at work now, so it’ll have to wait until later in the day).

-Misc-
Habanero hot sauce, Clif bars and energy drinks have been acquired.

And now, we wait.

Question on the addition of source code

I’m new to Ludum Dare and have never entered into a competition quite like it before. For this competition I’m going to be using this program http://game-editor.com/Main_Page. It is a game maker, but the problem is that there is no way for me to release a source code. Should I attach a .zip of everything I used to make the game?

Comments

TenjouUtena
21. Apr 2010 · 17:56 UTC
There should be a project file or something you can release as source code.

Torontonians Beware.

tojam-shirt-poster

That’s what they actually call themselves. Torontonians.

Tags: motivation

First LD and a shbeer advantage :D

Well, hello to all the peepz… 😀

This is my first Ludum Dare, and I’m quite excited about it. 48 hours of game development, caffeine and because its pay-week (YAY!!), b3er. Whoo, that might turn out to be interesting.

I have a pretty much straight forward toolset…

IDE/Compiler: Lazarus/FPC (Yep, I’m doin’ it in Pascal)

Libraries: JEDI-SDL, OpenGL

Graphics: Blender and GIMP

Sound and Music: LMMS (Linux Multimedia Studio) and Audacity

and of course… some beers 😀

Anywayz… Good luck to all of you.

Comments

21. Apr 2010 · 18:59 UTC
Hooray for Pascal! I still think it’s the most elegant language I’ve ever written in.
21. Apr 2010 · 19:18 UTC
Good luck to you. Nice to see a familiar avatar 😉

Ludum Dare Tips

Here are some tips for getting the most out of Ludum Dare and the website.

Create an Account

Unlike other competitions, you aren’t required to pre-register to join in. You can decide to spontaneously join whenever you feel like it. However the website does require you to make an account to do anything (submit an entry, reply to comments, etc). You can sign up here.

http://www.ludumdare.com/compo/wp-admin/

Set an Avatar

Ludum Dare, like many sites on the internet, use Gravatars for avatars. So long as you use the same e-mail address on both sites, the avatar will show up. If it doesn’t show up right away, try restarting your browser or clearing your cache.

http://www.gravatar.com

Write a biography

Got a reason to brag? Edit your biography and tell everyone about it. You can do this via the profile page inside wordpress.

Then any time someone clicks on your name, they can learn more about you. Try it, click on me for an example.

Add yourself to the World Map

Ludum Dare is as international as you can get, and it’s interesting to see where people are from. So to get an idea where everyone is, we have a map.

http://www.ludumdare.com/compo/world-map/

Set up your base code

Once you’ve decided what you’ll be using to make a game, get a simple test program up and running. Create a window/surface, print some text to the screen (“Hello World!”), load a sprite and draw it, load a sound effect and play it. You only have 48 hours, and you don’t know what the theme will be, so be ready for anything.

Once you have that, post it on the site, and talk about what you’ve done. Take the opportunity to introduce yourself too. Ludum Dare is a diverse community of game makers that are always interested in new and interesting ways of making the most of the 48.

Prepare/test your content creation tools

Fire up your software suite, your Photoshop or whatever you use, and make something. Then bring it in to your test app/base code. Verify that the process actually works, and take note of any places you stumbled. See if there’s anything you can do to speed up that process. Writing or downloading a tool, or whatever you need to do. Remember time is short, so you want to spend as much time as possible working on your game, not fighting with exporter bugs.

Arrange file hosting

The Ludum Dare website links to external downloads. Before the competition starts, you should figure out where you plan to host yours.

For download hosting, one suggestion is to create an account on Google Sites. There you can upload and share a zip file (details here).

Images and screenshots are hosted on the Ludum Dare website (details here). You *can* host them elsewhere, but using the built-in WordPress uploader keeps everything nice and responsive.

If you simply can-not host your files, contact me (PoV) in IRC.

Deskphoto, Foodphoto, Motivation

In addition to simply blogging about progress, we encourage you to do more than that. Here’s some common tags for various other activities the community does before and during LD.

deskphoto – Show us your workspace! Your desk, your bookshelves, your fridge, …
foodphoto – Show us your culinary skills, or interesting local cuisine.
motivation – An LD tradition is to create motivational posters. Try Automotivator.

Be sure to tag your posts, so we can use those links to browse them.

Timelapse Video

Timelapse video is another thing members of the community sometimes do (examples here). Using various capture software, grab a screenshot of the desktop (or webcam) every minute or so. Then compile them all together in to a video, and upload to youtube. For tools and details how to do this, check out the Log Tools page on the wiki.

http://www.ludumdare.com/wiki/logtools

Maybe joining in, maybe not.

I’d love to participate in LD17, but I’ve got a somewhat ambiguous schedule this weekend so the amount of time I can spend on it may be limited. Still, I participated last time on a small-scale basis, and that’s probably what I’ll do this time. I like keeping my hand in, even if my games haven’t really been smashing successes so far.

If I do participate, I’ll be using same as last time, Ruby+Gosu for code, with Pixen for graphics (assuming I get past the ‘draw everything with primitives and fill in the pictures later’ stage this time) and sfxr for audio. If I need physics, I’ll be turning to Chipmunk.

As for other ‘libraries’, I may pull non-gameplay related code from previous projects of my own, all of which can be found here. I may also grab stuff from the Gosu forums.

Pretentious Art Game

ebert

The story: http://www.1up.com/do/newsStory?cId=3178873

Ebert’s Blog Post: http://blogs.suntimes.com/…/video_games_can_never_be_art

Tags: motivation

This entry was posted on Wednesday, April 21st, 2010 at 8:10 pm and is filed under LD #17 - Islands - 2010. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.