LD19 December 17–20, 2010

New Year’s Resolutions – Where I’m Going From Here

I’ve got a couple of game development-related new year’s resolutions for myself, and I thought I’d share them.

First of all, I’m going to finish things that I start. I will allow myself to shelve things, but I will finish them. I leave too many neat things unfinished. Enough of that.

Second, I will make things other than scrolling shmups and platformers. I make too many of them, and I need to broaden my experience beyond that stuff. I will still make some of them, but it won’t be all that I do.

Third, I will complete at least one mid-sized project. I want to accomplish at least something this year, and a good, mid-sized game seems like it would be the thing to do.

Finally, I will improve my artwork. This doesn’t just mean making my art look better, but being able to draw things that I currently have a hard time drawing. (Such as characters in isometric perspectives)

I’m hoping that I can hold to these, as I think they’re things that I really need to do.

Peace

— Mr. Dude

Comments

joekinley
05. Jan 2011 · 11:56 UTC
Good resolutions but don’t stress yourself out at the beginning of the year.

The first 4 letters of analytics

I’m a big fan of the analytics so I thought I’d share a few. I also wanted to share this clever comment from a guy named Mario… and a princess named peach…

(comedy gold that)

Up until LD19 I never really used my site. As such, I had no views. What that means is that every view since the start of LD19 has come through this website from my LD entry. If you head over to http://www.thefunkvan.com/ now this is what you will see:

And if you dig into google analytics this is what you will see:

Great stuff

Happy new year everybody =)

Comments

joekinley
05. Jan 2011 · 12:13 UTC
The first 4 letters of analytics spell A…
06. Jan 2011 · 20:13 UTC
Wow neat. I never knew the sort of pull (push?) we had traffic wise. Thanks for sharing.

Warming up

My resolution for 2011 is to enter for my first LD.

Comments

KoryWazHere
05. Jan 2011 · 15:20 UTC
Do it! Do it!
Marza
05. Jan 2011 · 22:38 UTC
So will I.

And I will begin with planning the LD-weekends better!
05. Jan 2011 · 23:49 UTC
We should have a date finalized for LD20 (in April) before GDC (end of Feb), so stay tuned. If you don’t want to miss it, sign up for the mailing list.
GreaseMonkey
09. Jan 2011 · 06:46 UTC
For your first Ludumdare, for practicality reasons, I really only have one thing to say:

Postmortem

my game this contest:
http://www.kongregate.com/games/Dogstar669/in-the-darkness-i-shall-fall

This was the first time I used a toolkit like Unity to make my game rather than writing it all in code. I chose to do this because I knew I would be limited on time; I had two long Christmas parties scheduled for that weekend. In essence, I only probably had about 12-15 hours to make my game.

Well, thanks to Unity I think the game came out pretty well considering how limited my available time was. It is a pretty fun game (though super simple) and there are five levels and some cool sounds and music too.

My determination after using Unity in this contest, after having written code in all my many past entries, is that clearly those that use Unity and the like have an unfair advantage in the game competition. In fact it is not even close. I spent almost no time writing code and completely leveraged the physics and other aspects of Unity that came for free in the toolkit. Instead I could spend all my time in 3DS Max creating levels. I love the fact that I have finally done enough video courses in 3DS Max to actually use it effectively for the game competition! Besides the music and sounds effects, all my time was spent creating levels and testing levels (probably 50/50 time spent on each).

I think as a result, for this contest to actually mean anything, we need to consider separating the game toolkit entries from the code entries. I can say from actual experience now that there is no comparison between the two, and comparing what one person does in code is just not in any way fair to compare to what another does in a toolkit such as Game Maker or Unity. Let’s maybe consider this for next time. Why bother to rate at all if the competition is fixed, right?

My levels were static, so I created them as one gigantic model in 3DS Max, rather than assemble them from prefabs in Unity. I think this saved time as well. But it limited what I really could do on levels (no moving platforms and such). But I accepted that I wouldn’t have time for any extras anyway. I just wanted a basic game, simple but fun, with a win case and a lose case, and i think I accomplished my goal. I love how Unity handles levels. It makes it so easy to build additional levels once you have one finished.

To give you an idea of how easy it was to create new levels for my game in Unity. This is all I had to do. Save level1 as level2. Delete the level1 terrain model. drag in the level2 terrain model. Scale the terrain to the appropriate size. Place the player at the starting position for the level. Place the win marker where I wanted it in the level. Save the level again. Play and test. That’s it. Took about one minute to setup and begin testing a new level.

I wanted to spend no more than one hour on sounds and music. So I quickly assembled a kind of new agey tune with my Axiom Pro 61 keyboard, Cubase 5 and Omnisphere. The sound effects for falling and winning were actually tunes I created with the keyboard and Omnisphere as well. I really like the falling sound for some reason. I was pretty happy with the sounds and spent no longer than an hour on them. And Unity made it less than trivial to bring them into the game.

At first, I wasn’t planning on having a start screen, but then before going to bed on the first night, I thought I would give it a try. My goal was to spend less than 20 minutes on it. I quickly sketched something out on paper with pencil (my favorite way to draw) and scanned it into photoshop. I love to draw, but I’m not very good at it, but I do much better with pencil than the mouse or tablet. The only way I can really do decent computer art is to create something with pencil and then use illustrator pen tool to redo it to make it look decent. Didn’t have time for that here. Wasn’t really happy with my little sketch, but didn’t have any more time to allocate to it. So what I did was I tested a few different filters and found one that made it look like it was night and I thought that it at least conveyed the idea of the game and gave it a bit of style. The text really needed to be redone, but I just didn’t have time for it.

With Unity, it was easy to add buttons, but I had no idea how to make buttons that would fit the art, so I didn’t bother. Had to move on. Think I spent probably about an hour on the start screen including art and the coding of it.

So I then spent the rest of the time creating the levels. One level I created I didn’t use because I tried to create rolling hills, but for some reason I couldn’t get the lighting to show that the hills and valleys even existed. It made it impossible to get through the level because the player couldn’t tell you were trying to go up a hill. I tried a black and white checkerboard texture on the level floor (ala marble madness) and that showed the depth, but the lighting was off, so the player could see the entire level at once. I didn’t have time to mess with it any more so I just decided to try to keep the levels more or less flat (although there is a slight depth here or there, nothing too outrageous). If I did a new version that is one thing I would definitely add because I think I could create much more fun levels with more bumpy terrain and curves and stuff.

Anyway, I’m happy with it. It’s on kongregate. I’m already getting some inquiries on companies interested in it. And I’ve already made my $1+ from advertising!

Hope you enjoy and I hope the powers that be consider separating out the code entries from the toolkit entires, because I can now tell you having done them both, that the amount of work needed to make a game with these toolkits is just a small fraction of what is required to make a game with all code.

Comments

machinas
06. Jan 2011 · 06:44 UTC
I feel ya on the game toolkits, but it seems pretty hard to draw a line. That being said, I also hope that tool kit or not, good design will always show through. Same for modeling and audio. I do wish there was some recognition for technical achievement, but again hard to judge.
machinas
06. Jan 2011 · 06:46 UTC
Also, will be curious to see if the end result of the dare prove out anything about tool kits. I’m optimistically skeptical.
Devenger
08. Jan 2011 · 23:16 UTC
I think there’s a natural equilibrium thing that prevents ‘toolkit’ users having an unfair advantage. The greater an extent you rely on your given toolkit’s default capacity (for example, Unity’s physics that allows you to plant a big 3D model in your game and call it a level), the less ways you have to make your game stand out and be truly innovative. And I’m sure I’m not the only person who struggles to place ‘Fun’ any more than one star above ‘Innovation’ when rating most games – the fun part for me (often) is finding games with cool features that make me think or gasp. Generally, games for which no/little code has been written just aren’t as original, most of them just platformers where you move some object around in the hope of getting somewhere else. (Certainly there’s a couple of exceptions I’ve seen, though. Also, feel free to call hypocrite, given my entry… sorta.)
sfernald
09. Jan 2011 · 23:06 UTC
Well, of course, the problem is there are virtuosos out there that can accomplish a ridiculous amount with code.

Beacon Postmortem

So here’s how I wrote Bacon Beacon.

What I did:

I started LD19 with ambition, ‘flu and no preparation or basecode. I wanted to do a sprawling content-driven platformer, both to practice storytelling and to see how big a scope I could hit within the 48 hour limit.

My initial goal was to build a fairly linear “Metroidvania” type game where you’d explore and then get to an exit. I figured I’d come up with a narrative using the theme within that game structure once I’d started.

Then my internet connection was cut off forever.

What went right:

Ongoing scoping

About a third of the way into development, I realised I might not finish the game in time. I started logging work done in timelog.txt to help me estimate further work. Having a good idea how long it’d take me to tile a new zone or draw a new full screen image for some area helped me keep the scope realistic, letting me produce a relatively complete game – even if I missed the mark slightly. But more on that later!

I got better at tile mapping/level design as I went

I’ve never done any tile mapping or serious level design work. I rapidly picked up experience over the weekend and I’m quite proud of some of the later areas I crafted compared to the first few. I also got much quicker at it. If I hadn’t, I’m not sure I’d have had time to put the ending together.

Delivering story through text

Just as this was my first attempt at level design, it was my first attempt at storytelling through gameplay. I was originally considering an intro cutscene to set up the story but decided to jump straight in and leave clues instead, communicating the relevant information by text. Text-only content was extremely quick to implement, and since I’ve had comments praising this aspect I conclude the text-heavy approach helped to establish the mood very efficiently.

Low-fidelity graphics

Beacon’s native resolution is 400×225. The main character is 24×24 and its tiles are 16×16. The high-res structures and objects are very simple and stylised, with straight lines, a very limited palette and banded gradients (if any). This low-effort approach to art let me create a great deal of bespoke art for scenes in the game in just a few hours, even with my crappy art skills.

Beacon doesn’t have any lighting, shaders, full-screen effects, particle systems or other niceties. Skipping this stuff helped me focus on my priorities of content and tight, simple gameplay.

What went wrong:

No preparation

I started without any basecode, so my first task was writing windowing code, input, basic texture loading, rendering and so on. It took me about 6 hours to reach the point where I had a character moving around in a tilemap and could render text. If I’d invested the time to prepare (within the limits of the rules) before the competition, I’d easily have had 4-6 more hours to work on the game while I was still well rested.

Internet failure

Two hours into working on the game, my Internet connection cut out.

It took over an hour on the phone to Virgin to find out that they’d disconnected the old house two days early for our requested house move, wouldn’t reconnect it, and couldn’t connect the new house across the street until Monday. (Jerks.) Without internet access, I couldn’t get tools/libraries I needed or check reference, and I wouldn’t be able to submit at the end.

I almost gave up at this point.

I resolved to keep working on the game and, on Sunday evening, packed my desktop into the car, drove 60 miles to *my* new house – which already had internet access – then finish the game and submit it from there. In the end, talking to Virgin cost me an hour; packing up my PC and driving down through the snow took two. When I needed a font/font renderer, I couldn’t search for one, so I wrote one; another 30 minutes or so.

No sleep

I worked through the night. By Sunday evening, I’d been up for over 30 hours. Staying on task was getting tough!

If I’d napped for an hour or two around halfway, I feel it’d have been worth it. Instead, I got through enough coffee that I still couldn’t sleep until five or six hours after the contest ended. That kept me awake, but I’m not sure it helped me stay focused :)

Slightly too ambitious

This ties into the ‘sleep’ thing. All that scoping stuff above was useful, but I didn’t factor in how I’d slow down as I got tired. In the end, I was a few hours short. I had to cut music and also some minor bits of art polish, but fortunately I’d got all the essential stuff done.

Non-power-of-2 textures

I really should have known better, but I used 24×24 images for a few sprites – like the astronaut! This worked perfectly fine on my machine, but apparently the way DevIL handles loading these images makes them blurry on some hardware.

What next?

I’m currently working on a revised version of Beacon, with gameplay and art polish, music and some minor visual effects, for freeware release some time next week. I’m also collaborating with an excellent friend on a much larger non-linear platformer building on the Beacon codebase.

I’m taking my first steps as a fulltime indie developer now and LD19 has given me a few projects to warm up with. More than that – it’s made me remember why making games is fun! I got more out of LD19 than I expected and I’ll definitely see you all in four months. :)

Technology

Beacon was programmed in C++ in Visual C++ 2010 Express using SDL, OpenGL, DevIL and FMod. All content was created in Photoshop CS5 trial, notepad, and sfxr.

Comments

05. Jan 2011 · 23:55 UTC
Sorry, that bacon thing was me. I can’t help but read the word Beacon as Bacon!
randomnine
06. Jan 2011 · 05:57 UTC
Haha. You’re not the only one :p
joekinley
06. Jan 2011 · 06:35 UTC
Go Bacon
Bender
08. Jan 2011 · 12:53 UTC
I’ve to tell you mate, I loved your game so much, I’ll definitely wait for the new version.

By the way, is your source code under any GPL/BSD/CC license ?
sfernald
08. Jan 2011 · 21:36 UTC
Congrats. That is an amazing accomplishment for a game you wrote in C++ and started out with no base code.
0graham0
14. Feb 2011 · 12:37 UTC
Nice little story!

LD Census

I made a census!

So, since somebody on IRC had the wonderful idea, I made a census. It’s short, 10 questions, nothing too personal. It would provide some insight into the LD Community as well, so if you could take it that would be awesome. And here’s a link to it: LD Census

Comments

machinas
06. Jan 2011 · 04:07 UTC
Thanks, demize. I can’t wait to see the results. and the somebody we me 😛
joekinley
06. Jan 2011 · 09:45 UTC
Go census
06. Jan 2011 · 10:19 UTC
And how is Ubuntu not part of “Other Linux”?
joekinley
06. Jan 2011 · 11:46 UTC
Stop whining dude, in fact mostly it really ends up in being ubuntu or other oses when it comes to private computers
06. Jan 2011 · 11:56 UTC
Does “Do a MiniLD” mean participating or organizing?
06. Jan 2011 · 11:59 UTC
Please change “PC” to “Windows”.
09. Jan 2011 · 17:59 UTC
In my opinion, PC means something that is x86-based, meaning at least mostly compatible with an Intel 32-bit CPU. I would include 64-bit x86 chips in that as well, though. (Though I think that only AMD makes 64-bit x68 chips, Intel has moved on to a new architecture for its 64-bit CPU’s if I recall.)
06. Jan 2011 · 13:32 UTC
Could have done with a ‘Web’ category for ‘platforms you develop for’.
06. Jan 2011 · 22:46 UTC
The Education question seems limited… Americans use college and university interchangeably. We usually differentiate based on the degree earned, since many schools offer programs leading to two-year and four-year degrees (typically Associate’s and Bachelor’s). There are a lot of young game developers still in college (no degree) and many (many) with a Bachelor’s degree (but college was their highest level of education). Then there are the levels beyond, which might be covered by Master’s and Doctorate degrees (both from Grad School – sorta hidden within your term “University”).
joekinley
07. Jan 2011 · 06:36 UTC
Totally thanks. Is there any deadline for the result?

A Warmup Challenge – Gun Gladiator

I am going to try to warm up for upcoming LD’s and Mini-LD’s by giving myself a challenge. I have a game that I will try to make in the time between tomorrow morning (Morning in EST, that is) and the time I leave for my first class in this semester. (Which is on Monday) If I really need to, I’ll also give myself the time between getting to campus and going to the class.

For those who would like to know a bit about the game I am making, information about it follows the break.

The title of the game is “Gun Gladiator”. It is an arena shooter which will feature 3 or 4 playable vehicles and several sets of waves of enemies, as well as a mode for random waves.

It will feature several types of enemy, as well as a few different bosses.

Each vehicle will have its own unique weapon, as well as varying attributes. The player will be able to upgrade their vehicles movement speed and armor, as well as the rate of fire and attack power of their weapon. In addition, each weapon will have a unique attribute which can be upgraded.

For the in-game interface, I will borrow the style of Diepix Arena and have the upgrade panel and hud in a frame next to the actual playing field.

Baddies will have varying behavior, as well. Some will move blindly and bounce off of walls, others will dart around randomly, some will follow the player. These varying behaviors will make it difficult for the player to dodge them. Not all of the baddies will be able to shoot back at the player, but some will.

Bosses will also vary in behavior, but none will follow the player. They will all be able to shoot at the player, and will have more powerful weapons than normal baddies.

I have some specifics sketched out in some design docs, but those are speculation at this point.

Wish me luck!

— Mr. Dude

Comments

08. Jan 2011 · 09:12 UTC
Sounds interesting! Looking forward to see the result.

By the way, which tools are you using?

Good luck on that!
Devenger
11. Jan 2011 · 07:43 UTC
How did this go in the end?

Just some quickie motivation —

The Mona Lisa

Comments

moltanem2000
13. Jan 2011 · 04:25 UTC
I accept this challenge

Ludum Dare 19 Results!

It’s official. Ludum Dare 19 has finally ended. Here are your results:

Top 20 Competition Games

You can check out the top 20 competition games here (including ties):

http://www.ludumdare.com/compo/ludum-dare-19/?action=top

Winners are decided by the Overall category. To see the complete list, hit the “Show All Entries” link at the bottom.

Categorical Top 5’s

Here at Ludum Dare, being the best game isn’t the only way to win. Games are rated in 7 additional categories, with a special “Coolness” category highlighting people that went above and beyond to be sure you got a vote.

http://www.ludumdare.com/compo/ludum-dare-19/

*NOTE*: You can click on the titles of the categories for Top 20 style lists per category.

Ludum Dare 19 Jam Games!

Ludum Dare 19 was our 2nd run of the new combined Competition and Jam event, and the results do not disappoint. So in addition to the 242 entries created by individuals for competition, there are 43 more games created teams or individuals that decided to take an extra day to polish their game. Be sure to check those out here:

ALL JAM GAMES (43) <--

[ ALL COMPO GAMES (242) | ALL GAMES (285) ]

Wow!

So THAT was Ludum Dare 19

We are keeping score here, and again, the latest event managed to annihilate our prior best … IN DECEMBER of all months too (our historically lowest month). Back in August, we were impressed that we inched 10 ahead of our prior best, with 213. This time, we were just 15 entries shy of 300! And if you look at the theme voting, more than 600 people cast a vote for the final theme!

And THAT was Ludum Dare in 2010

Lets crunch some numbers…

Event Games: 203+213+285 = 701
Mini LD Games: 2+21+2+6+14+24+9+7 = 85
October Challenge: 24
Total Games for 2010: 701+85+24 = 810

Thanks to Sos for helping me with the math.

Seriously, every single one of you that participated, whether you finished a game or not, you’re awesome. Phil and I (Mike/PoV) took over running Ludum Dare in 2007, and every event since we’ve been constantly impressed at how much it’s grown, and continue to be amazed that it keeps growing so much. What will 2011 bring? Will we break 1000 games?

A big thanks to all of you for helping us make 2010 such a fantastic year.

More Ludum Dare 19 links

Lots of timelapse videos to dig through. I still haven’t had a chance to watch them all, but I’ll give them a browse soon. I’ll try to do that this week.

Keynote!, starring Some Bear Thing — With Special Guest Mjau
Ludum Dare 19 Timelapse Videos, list assembled by Fififox
Entry counts in the final minutes, by me
LD Census, by demize
Wallpaper of all entries, by ExciteMike

Interesting Tags: montage, motivation, foodphoto, food, deskphoto, desk, timelapse, bear

Ludum Dare at the Game Developers Conference

Attending GDC? Stay tuned! Like last year, Phil and I want to get a whole bunch of us together somewhere, perhaps more than just once! :)

If you haven’t already, sign up for the mailing list, and we’ll keep you informed. Also, you can follow Ludum Dare on Twitter.

Ludum Dare 20 – Coming April 2011!!

Like always, stop by again in April for our next regularly scheduled event. We’ll try to have a date nailed down before GDC (Feb 28th), so we can brag about it at the conference. Again, don’t forget the mailing list, and Twitter.

January Mini LD #23, hosted by Jonny D

Fans of LD19’s Silly Themes, take note! Jonny D has a surprised planned just for you. Tune in this month for a very special Mini LD.

Suggestions

If you have any suggestions for us (website, observations, etc), we continue to collect them in the comments here:

http://www.ludumdare.com/compo/2009/08/30/suggestion-post/

Thanks everyone for coming out and making 2010 such an incredible year for Ludum Dare! We’ll see you again in April!

– Mike Kasprzak (PoV)

Time to vote for a theme! MiniLD 23 On Its Way!!

Hosted by yours truly, Jonny D…  MiniLD 23 will be a good time (see below).

MiniLD 23 will begin at 9pm EST (2am UTC) on Friday, January 21st (moved up from the 28th due to conflict with Global Game Jam).  It will end at the same time on Sunday, January 23rd.

MiniLD 23 begins [fergcorp_cdt_single date=”Fri, 21 Jan 2011 19:00:00 -700″]

Until then, you can vote on the main theme.  There will be a sub theme announced as well when the mini compo starts.  There will be either an immense amount of groaning or excitement, since your choices for the main theme are taken from LD 19’s Round 3 list.

That’s right! Vote here!! And like the monkey said at the fruit playoffs: Go bananas!

Tags: MiniLD #23

Comments

11. Jan 2011 · 02:28 UTC
Holy kittens, it’s LD Round 3 all over again!
Devenger
11. Jan 2011 · 07:40 UTC
Having to make a game around Graph Theory actually sounds like an excellent challenge. Sadly, I’ve almost no hope of getting a whole weekend freed up to make a game.
11. Jan 2011 · 09:13 UTC
Argh,…you know that global game jam is at the same weekend?!
11. Jan 2011 · 14:20 UTC
What dertom said. The choice of date is really unfortunate here. Maybe the weekend before that? I imagine you had some reason to choose that weekend though, but I think you’ll lose many participants to GGJ.
12. Jan 2011 · 00:52 UTC
Either up a week or back a week would be preferable, I’d love to do the mini-LD but the GGJ wins out.
12. Jan 2011 · 13:34 UTC
Any date works for me, GGJ is too far away for me to get to and I never get Saturdays off anyway :)
12. Jan 2011 · 13:41 UTC
I might do it if kittens win 😉
12. Jan 2011 · 16:05 UTC
What are the Mini LD rules? Are they just the same as the normal LD? I’m thinking of juggling GGJ and the Mini LD…
12. Jan 2011 · 18:06 UTC
I was wondering about the mini LD rules too. I know they used to be on the wiki but that’s moved and I can’t find them anymore. Any ideas?
13. Jan 2011 · 01:07 UTC
Like jovoc says. See my comment above for another wording.
13. Jan 2011 · 19:26 UTC
Cool! Thanks guys
16. Jan 2011 · 09:52 UTC
As you ask: If you move the miniLD the weekend before I would be in! Actually you already set a counter or so and other people might see it as fixed so maybe you should just leave it as it is. On the other hand if it would be a week earlier it would be a good test to see if you are well perpared for ggj 😀 It’s your call!
gnat
16. Jan 2011 · 17:44 UTC
I would vote to move it the weekend after or before.
16. Jan 2011 · 22:39 UTC
That seems like enough of a preference for me. It will be moved earlier by a week to Friday, January 21st. Thanks for letting me know what you’re thinking, guys!
16. Jan 2011 · 23:28 UTC
I think I’m in for this one.
Kenny G
17. Jan 2011 · 01:26 UTC
I’m in. LD19 was in the middle of finals so I had to drop out, and classes are just starting so I shouldn’t have much work to do this weekend.
17. Jan 2011 · 02:39 UTC
Cool, I will be in!!
JohnColburn
17. Jan 2011 · 03:02 UTC
Assuming nothing comes up, pretty sure I’ll be in this time around. Totally gonna make a web game this time ^^.
pdistefano
17. Jan 2011 · 13:14 UTC
Oh yeah, this is gonna be my first LD. Any quick tips for a beginner? :)
17. Jan 2011 · 15:48 UTC
1) Sleep

2) Keep It Simple and Stupid

3) Enter the #ludumdare IRC

4) Sleep

5) Don’t be afraid of making changes

6) Stay cool and be awesome

7) Oh, did I mention you should sleep?
GreaseMonkey
18. Jan 2011 · 03:00 UTC
One more tip: Whatever you do, don’t emulate half a Sega Master System during the contest.
17. Jan 2011 · 19:26 UTC
Oh, at the old date I would not have had school on the following monday, which would have given me some extra time… Still looking forward to it. First LD for me. Checking out that LD survival guide postet by Jonny D.
GreaseMonkey
18. Jan 2011 · 00:59 UTC
8) Energy drinks suck – drink water instead.
18. Jan 2011 · 14:32 UTC
Nice guides, wish I would have read one before the LD19. Oh well, heres one more appendment to LegacyChrono’s list.
pdistefano
18. Jan 2011 · 18:54 UTC
Wow guys, thanks for all the tips! I was contemplating not sleeping, but I guess I won’t 😉
hidas
18. Jan 2011 · 20:32 UTC
This will be my first Ludum Dare contest also.

In fact it will be my first game competition.

I can’t wait for it to start.
31eee384
19. Jan 2011 · 02:18 UTC
Oh no! I just remembered that I have to go out of state for a college interview over the new announced weekend. No way I’ll be able to do this miniLD.
19. Jan 2011 · 16:23 UTC
I will definitely be in this one. Kind of. Well, I’ll probably be working on a game anyway, and I’ll consider it an “entry”.
20. Jan 2011 · 19:01 UTC
@pdistefano
20. Jan 2011 · 20:13 UTC
Thanks everyone!
21. Jan 2011 · 19:21 UTC
Okay, I’ve got some ideas for the voted-on theme. I somehow mind these a lot less than I did when they were the 3rd round of themes for LD19.
21. Jan 2011 · 19:50 UTC
This is going to be my first LD. Nice to see others beginners like me.
blackhawk77g
21. Jan 2011 · 23:39 UTC
Same. Its going to be my first LD. Cant wait..

Gl to everyone participating.
Devenger
21. Jan 2011 · 23:54 UTC
I can’t handle the suspense!
blackhawk77g
22. Jan 2011 · 00:03 UTC
Wooo

Good news!

I have finally found a solution to the effect I was  trying to go for. The finished version of Lunarium should be coming soon. I just need to get another obstacle out of the way.

If it doesn’t work, DON’T VOTE.

We didn’t get the full blown all-1s parade like last LD, but it did appear on my entry. What makes this particularly horrible, however, is that I didn’t get many legit votes, and would have scored 4.10 for audio rather than 3.82. ARGH.

What we did get, however, was a lot of all-N/As and even more all-N/As-apart-from-community. I got one and two from those respectively.

IT’S NOT COOL.

People who do that should get suckness points rather than coolness points, and whoever gets the most suckness points (above a certain threshold) should be banned from voting until they’ve removed all copies of Game Maker from their computer (and possibly Unity and whatever else is “the easiest way to make games for Windows”).

In fact, they might as well be tortured by being forced to program a game for an old console in assembler. Like what I did,  except done by someone who probably can’t even code in BASIC.

So, back to the topic.

If it doesn’t work, DON’T VOTE.

If you think the guy’s a complete idiot, PRETEND IT WAS MADE BY YOUR BEST FRIEND (I’ve yet to find an unexplained all-5s vote but these would be awesome (actually I think I just did on Coffee Forever)).

And now for the ultimate question: How do we stop these stupid, stupid votes?

Comments

11. Jan 2011 · 02:29 UTC
You do realize that N/A scores do not count against you, right?
sfernald
11. Jan 2011 · 05:04 UTC
The bottom line is you can’t take the voting too seriously.
sfernald
11. Jan 2011 · 05:07 UTC
And by the way, the fact you did a Sega Master System game in Assembly is F*CKING AMAZING. I worked on some Genesis games, Lion King, and some other games for the PICO in assembly.
11. Jan 2011 · 06:48 UTC
The reason someone votes all N/A’s is so that they can leave comments. I don’t know if that happened or not for you, but it’s still valid. And as pointed out, N/A’s don’t count against your score. Giving 1’s when the game doesn’t work is bad, but giving N/A’s doesn’t hurt anyone, except that the list of votes is a bit longer.
shockedfrog
11. Jan 2011 · 06:49 UTC
I didn’t manage to enter this LD and haven’t gotten round to playing any of the games yet, but normally I would leave a small number of such all-N/A-but-community votes, and I feel there’s nothing wrong with those as long as the voter made a reasonable effort to play the game and rate your community participation. Perhaps it’d be good to enforce that these kinds of votes must be accompanied with a comment stating the issue, though that might just encourage all-1s (or other fake low votes) instead, plus the most common case is going to be games for a different OS/machine.
11. Jan 2011 · 07:18 UTC
I understand what you mean. I can’t really understand some people’s criteria. For example, I got rated 1 for innovation twice. I don’t know why though. For me, 1 would be a blatant copy of another game.

So yeah, someone at the IRC said me this once, that using an Elo rating system would be more effective. I really didn’t understand what he meant back then, but I think that I do, now.

This is quite problematic. I don’t think we can just teach people how to vote. I think the best, as sfernald said, is to not take the voting too seriously.
jolle
11. Jan 2011 · 07:46 UTC
Voting N/A in categories you can’t rate (for example because you can’t run the game) but still rate the ones you can (like community) should be better than not rating at all. You get better accuracy for the categories that were rated, and like others have pointed out, the N/A ones are ignored.
moltanem2000
11. Jan 2011 · 22:59 UTC
I can certainly relate to being less than satisfied with vote results, but hey, blaming it all on people who use gamemaker and unity? not cool man. I’ll have you know I use gamemaker for LD, and yes, I can program in BASIC thank you very much.

Lolwut Audio

I’m mildly baffled at the audio ratings my game recieved.

[ – – 5  3 2 – – 4 – 1 1 – 2 2 1 – 2 1- -]

First off, look at all those dashes. My game certainly had audible sound, and my game being made in game-maker, I see no reason for it not to work. I do however appreciate the amount of dashes I got versus the amount of ones, Protip: make sure those headphones are plugged in.
Although I may be biased, my audio certainly deserved more than a one.  This makes me mildly angry because those ones are mostly either
A) I’m on mac/linux and I’m jelly because I can’t play it but I’ll vote anyways, I’ll just give audio 1/5
B) I don’t hear audio, has nothing to do with the fact my volume is turned down. I’m in a bad mood so I’ll rate 1/5 instead of n/a
C) the game only has one song and one sfx, I am completely ignoring the fact that the game really doesn’t need any more than that and rating 1/5 because there aren’t 50 songs and/or they’re not chip-tunes and all pixel art games need chip tunes

I also got a lot of dashes for community, which is almost more gobsmacking. Remember people, there is a handy button for viewing the person’s journal

The humor category also bit me hard, as I didn’t make a funny game. Which make memad at the category, as I’m sure I’ve said before, giving a game props for being funny is great, but we shouldn’t be forced into making a funny game, and we shouldn’t turn a cold shoulder to more serious or neutral games in the process.

Anyways, </rant>, I think I’m just disappointed because I got 95% praise in the comments, and then I get on the computer today to see this. I’d really appreciate it if people commented for reasons other than to congratulate as well. Being told your game is great is good and all, but nowhere near as helpful as some good ‘ole constructive criticism. A few people commented that the game was “missing something to make me really enjoy it” and it frustrated me that they offered no solutions (as in, I had to sit around for a week and figure it out myself).

I’m really happy with the game I made, but this puts a bit of a damper on my desire to work on it more.

also whoever rated 2/5 for graphics. . . just . . .

Comments

Devenger
11. Jan 2011 · 07:24 UTC
I’m sure a lot of people feel there’s some injustice with the ratings they’ve received (lines of 1s, etc.); perhaps it’s best to take the whole ratings thing with a pinch of salt. Fair shout on the wanting more constructive criticism front, though.
jolle
11. Jan 2011 · 07:41 UTC
I rated a lot of games with audio as N/A (or dash, as you put it) because I didn’t have access to audio when testing them. However, this doesn’t count towards the average audio score so it shouldn’t be much of a problem.
11. Jan 2011 · 09:26 UTC
I think the most important is the last line you wrote:

“I’m really happy with the game I made,…” That is all that counts try to ignore the rest.

You shouldn’t let any negative feelings to you from the votings with knowing that only ignorant people seemed to have voted on your game. 😉 Go on improving it!
11. Jan 2011 · 15:34 UTC
Note: I haven’t actually played your game and didn’t rate it, so I’ll try to check back in the morning if I remember and see what I actually think.

My best guess for the graphics is simply that someone really didn’t like the style. But for audio, I have given at least one 1 in the past simply because the audio got really annoying? I put quite a few hours into recording a track myself and ended up with a 2 because it didn’t fit the game at all and kinda sucked.
GreaseMonkey
12. Jan 2011 · 03:07 UTC
“…and my game being made in game-maker, I see no reason for it not to work.”
machinas
12. Jan 2011 · 22:50 UTC
/agree

The Secret Documents Post-Compo Version

I have been working on my game some more since the competition version.

New features include:

  • Improved player control
  • Improved physics & collision handling
  • Enemies now have a bit longer line of sight, making them harder
  • More logical levels, no more unexpected death drops
  • Some new tiles and graphics
  • Flickering and occluded lights
  • A preloader

Play it here! –> The Secret Documents

Woot !

I simply wanted to say a big big thank you to everybody there for their votes for Time Pigmy. This was my first LudumDare participation. And let me tell you : I loved it. Every single moment during this long weekend :)
I will be there for LD#20 in April, for sure.

There was lot’s of good titles to play here, my personnal favs going to Mother Robot and Aquatic.

And finally, a big thank you to my friends here in Bordeaux (FR) who participated to this LD#19 : Benjamin/Bumdum, Whitetigle, Hane and Valandre.

Benjamin & me work in a french indie game company we made 10 years ago, Motion Twin, and we still take lot’s of pleasure in creating new concepts everyday.

Have fun everybody, keep creating great stuff and keep innovation & originality to it’s highest.

Comments

ryantouk
14. Jan 2011 · 04:33 UTC
Congrats man!

Warmup Game Attempt Two – Starrior

Gun Gladiator eventually deteriorated into an unacceptably slow (At least on my netbook), overly ambitious story-heavy shooter. I think that would count as a failure, especially in terms of my deadline.

So, I’ve decided that I need to try again with a different time limit. This time around, it’s a bullet hell shmup. Hopefully.

The game’s title is one that I’ve been trying to apply to a game for a while now because I think it sounds really cool. (I may have used this title for an uncompleted game that I’ve posted about here, and there have been many others) The title is Starrior. (A portmanteau of “Star” and “Warrior”)

The game will borrow its style from the game Frantic (And its sequel), but will use a much less abstract style. It will support arrow keys and WASD, as well as controlling the ship with the mouse. It will have multiple weapons, special attacks, and other fanciness.

I want to have the full game with at least most of its content by the night of the 22nd.

Currently, I have the player ship moving around on the screen, including with mouse control.

I’m really hoping I can pull this off. Really. :(

Peace,

— Mr. Dude

This is a real long shot…..

Are there any file hoarders about? I’m looking for the download of the timelapse video I had available in this post (I foolishly removed it from my webspace some 6 months ago thinking I wouldn’t need it)

Now PoV is building this new database of timelapses, I’d love to be able to hand a nice high-rez version of it over :)

If you know what i’m talking about, and have the file – please either leave a comment (and a link), or contact me by email (david AT wizardslair DOT co DOT uk)

Thanks for reading, and I hope you can help,
David/Devlin @ The Wizard’s Lair.

Tags: help, ld16, timelapse

Mini-LD – I Intend to Do This, and am Declaring It

I’ve got some base code for my bullet hell shmup (Lazed out for the past few days, got very little other than school work done), but I’m ready to work on other things for a while.

I am looking forward to the Mini-LD.

I have my game in mind, and partly designed. Regardless of the theme, I will shoehorn and/or BS that theme into my game. It’s a Mini-LD after all, and what would a Mini-LD be without someone bending the rules to their liking.

I’m not starting on my game early, though, so there’s that.

A bit about my game after the break, for folks who enjoy reading these sorts of things.

My game will be a top-down shooter and a tribute to Alien Breed. It is also a furry game, but rather than being modified animals or animal-like aliens, the furry characters are a type of zerg-like form of life created by scientists. That form of life is called (For the sake of a cool word containing a couple of cool letters): Zero. (In fact, the game’s title is Zero Breed)

The player will take the role of a Zero-based commando (Okay a, Space Marine) who has been sent to one of a number of facilities that have been overrun by a rogue strain of Zero called “Maniac”. The finished game will have multiple level sets, and possibly a level editor which will use Kongregate’s user-created content system.

This game will hopefully extend beyond the Mini-LD, as I’ve got a lot in store for it.

Peace,

— Mr. Dude