LD20 April 29–May 2, 2011

Collaborate and use original music!

My name is Jim Peterman, and I am a video game music composer studying at St. Olaf College. I’ve worked with zillix a couple of times on Ludum Dare projects, and am looking to write more. I can write in a variety of styles, and have a large number of sound resources with which to supply a game. I am used to writing under a time crunch, and generally write a piece of game music in two hours. Check out my portfolio:

http://www.kongregate.com/games/Zillix/endeavor
http://www.kongregate.com/games/Zillix/p-i-g
http://www.kongregate.com/games/Zillix/summit (same music as endeavor)

Comments

19. May 2011 · 14:02 UTC
St. Olaf College, eh? Not many other Minnesotans on here. zachstronaut, a couple others. I live in St. Cloud. I almost ended up working for Monster Games and living there in Northfield a couple years ago.
huhwhozat
20. May 2011 · 20:31 UTC
You might want to edit your post and add some contact info like a website or something…

What I’ve Been Up To – SpudTech

Hey there, folks.

Over the past couple of days, I’ve been working on a boilerplate library.

I love FlashPunk, but it doesn’t do everything that I need. I need skeletal animation and more complex collision detection and response than FlashPunk can provide.

Therefore, I’ve taken it upon myself to write a boilerplate library of my own.

It will have skeletal animation, a proper entity hierarchy (FlashPunk has none, Flixel’s is purely organization), separating axis collision response (In addition to hitbox collisions, of course), a gui system, and other things that I will add as I need them.

I’m not 100% sure of the name for the library, but I’m leaning toward “SpudTech” because, well, it sounds funny and I like that in a library name.

That being said, you folks can expect me to use my library in further LD efforts. Probably including this month’s Mini-LD.

Peace, love, and buckets of cheese,

— Mr. Dude

Comments

natpat
19. May 2011 · 21:32 UTC
This sounds interesting… I’m looking forward to trying this :)

Walkthrough of my game

Well, ok, it’s the updated version of my game, but all the levels in the original version are in there. (apart from the first, but if you need a walkthrough for that…) This is also proof the last level is possible. 😉

 

 

Invasion of the Blobs – now on Android (and others)

Hey,

I ported my Jam game over to Android !

However, many users have had crashes, etc… if any devs can give it a run and do an “adb logcat” and post the results here, that would be a huge help!

(The game is also available on iOS, PC, Mac, Linux too, if anyone cares to check it out!)

-Phil

UPDATE: Android build is so broken I took it down.

‘the Child’, a Post-Mortem

Here’s the last push for a bit of attention to my LD submission, if you have a second and haven’t already done so, please check it out and toss me whatever rating you feel it’s worth.

This whole experience has been absolutely fantastic. Thanks and much love to the organizers and participants for making this such a great ride to be on!

There’s a walk-through video, a time-lapse, and a self-hosted project page if you’re interested.

Here I present the “edited and abridged for LD’ers” version of the post-mortem:


What Went Right

1. Leveraging the Power of Unity Prefabs

All of my past projects up to this one had been done almost exclusively in C#, with almost no special use of the Unity environment. They were done that way to help me come to grips with coding in C#.

Image of the Child's Prefabs

For this LD, I threw that mentality out the window and crafted nearly everything in scene, using prefabs. What an amazing difference it makes! Defining game objects, exposing the variables on them, and using drag-and-drop to configure game play is really what Unity is all about, and I’m glad I had this LD to finally realize that.

2. Scripting Tight

Sort of a knock-on effect of switching over to prefabs, code bloat was immediately reduced to a negligible amount. With all the variables explicitly used and exposed on the game objects in scene, it was far easier to manage what was going on and limit the overall messiness of the scripting process. That’s not to say there’s no kludgy-hacky nonsense going on, but there’s far less than there was when I was in pure code mode.

3. Winning the Theme Roulette

This time I followed the theme selection very closely. I hadn’t before because I didn’t want to set my sights on any one theme before the final was announced, and avoid any kind of disappointment. This time I didn’t really fixate on a theme, but I had a very strong feeling that ‘It’s Dangerous…’ was going to be chosen. The night before the compo I dreamed a fully-formed concept for a game that used this theme, so you can imagine my relief when it turned out to be the one that made the cut. Lucky advantage.


What Went Wrong

1. Uneven Production Process

When tackling any long-term project, I tend to break things down into manageable chunks and then assign levels of ‘completeness required for play’ to them. This means there’s a round of building, and producing passable assets so that I can start to see if a game is going to be fun or not.

For Ludum Dare, though, it seems that one thing that makes games stand out and get recognized is the end quality levels of art. I’ve always envied these 2D wizards that can crank out beautiful pixels for their projects that really make them shine. So, I told myself I was going to push it to the limit with the 3D assets this time out. The problem was I focused so much on making the 3D nice that I had little time for audio and controls polish.

It’s always a trade off, a fine balance of managing just how much to produce in the time given.

2. Not Enough Kitties

Apparently this is also an important thing to producing a popular entry, and I’ll endeavor to add more cute meme-cats to my future entries.

Picture of guy holding like 10 kittens.

3. Not Enough Zelda

Looking back at it now, I probably could have taken the time to insert at least a few nods to the venerable Nintendo classic, but I’m still happy with my interpretation of the theme and glad that it left enough leeway for all the other creative entries that weren’t strictly focused on emulating the Tri-force hunter in one way or another.


It’s really important to note that this LD sparked enough of a creative fire under my butt to finally abandon another project that I wasn’t really having much fun with and shift all of my production over to creating an improved version!

Thanks again and congrats to all that participated in this LD, I’m looking forward to seeing you all and more come the next one.

Jack

<click here for Dark Acre Jack’s entry>

Tags: Dark Acre, Jack Nilssen, LD #20 - It's Dangerous to go Alone! Take This!, post-mortem, postmortem, the Child

S-Raid Post Mortem

S-Raid has been an interesting experience for me within Ludum Dare. It’s my second entry into these contests, and hopefully a fair bit better than my previous one. With the ongoing Finals and all kinds of extreme busy business I’ve been busying myself with, It’s been hard to keep track of things at times. I’m glad I’ve managed to make it though.

-GOOD POINTS-
Got music, base code, and basic designs of levels all done within the first day. I felt relieved at this, since my first day consisted of a trip down to the Zoo, basically cutting the time in half.

The Formations seemed to have gone well for the most part, I managed to sneak a level in which was very reliant on good formation control to get through.

-BAD POINTS-

Oh god time. I had half of my first day spent in London, and the last day was also side-tracked by watching the Thor film. If I had this time, I would have managed to fix all the bugs I had for the game such as Sound Effect volumes, Bullets flying through Rangers without being destroyed and having Blasters and Shields for the main ship. Another thing I was hoping for was a definitively final final boss, with some metaphors, mumbo-jumbo, etc thrown into the mix, which got scrapped. Hopefully I can do this for a sequel of sorts if done.

-WHAT I’VE LEARNED-

Time management is a huge deal for these projects. Not only this, but also the fact that, a project needs to be reasonable to complete in a solo effort. Grandiose ideas might be fun for this stuff but some of the ideas I had didn’t make it through the drawing board simply because It would take too long to make it through.

Sleep is for wimps as well. Who needs it when you have Crunch-Time Deadlines?

Final thing I learnt from this experience is that finals and such are very important. Games are too. It’s a tough choice. ¬(‘_’)-

Till later, have fun folks~

My awesome new website!

Hey I wanted to share the fact that I just finished my website! Please let me know what do you think of it! Also, I got this coooool domain name! I feel like a better man now ;)


Visit www.sos.gd

Special thanks to everyone who helped me with that on IRC!

Mini-LD #26 – My Idea and My Interpretation of the Theme

I’ve got my game idea for the Mini-LD.

I’m interpreting the theme as follows:

  1. Getting it done is the most important thing
  2. The actual “theme” is less important
  3. It’s a Mini-LD, so the rules can be bent
  4. Therefore: It’s more important to get the thing done, so the actual “theme” can be neglected and it’s not too much of a big deal

That being said, my idea has very little if anything to do with the potential themes. I really love the idea, though, and want to make it happen.

The premise has a wide scope, though, and I’ll only be able to get a subset of it working during the Mini-LD. That’ll be a good push for me, though.

The game is about a fox that has to get eight elemental crystals (Fire, earth, water, air, and four others I’ll figure out) into their respective altar-type places to get the Forces of Nature back into balance before the World is Destroyed. The Mini-LD version will have the first crystal and a “To be continued…” at the end.

The game will be a Metroidvania where the player collects various skills. The Mini-LD version will have at least two of them.

Looking forward to this,

— Mr. Dude

Tags: ideas, mini ld, rule bending, rules

“Who Goes There?” Postmortem

I’ve been meaning to write this postmortem for a while, but keep putting it off because my thoughts on it keep changing. After watching a few people play my game first hand, I think I’ve finally figured out what worked and what didn’t.

If you haven’t played it yet, then please go and play it, going by the number of comments I think that having a game beginning with ‘W’ means most people haven’t tried it. Thanks.

So, what went right and what went wrong?

Right: Animal companions
I knew when I saw the theme that I wanted to do a zelda-like game. I’ve not done one before so it would make for an interesting change, but I thought there’d be a whole bunch of zelda-like games, so I needed a ‘hook’ to make it different. That’s where the companions come from.

Each companion grants you an offensive ability and a puzzle solving ability. For example cats give you area-of-effect fireball bursts which can kill enemies and melt ice barriers. Ice weasels give you line-of-sight ice bolts which can kill enemies and build ice bridges over holes. Snakes cause room-wide earthquakes that can flip switches behind obstacles, and birds let you jump over enemies or objects.

And they all look different too! I spent a lot of time drawing different walking animations and idle animations, so it does genuinely feel like you’ve got a different companions helping you though the world.

Right: World navigation
Originally the game was going to only have single-screen, non-scrolling rooms. However on the first day I decided that would be too limiting, so rooms can actually be any size – if they’re smaller than the screen they’re centered, and if they’re larger then the camera scrolls around with the player.

Transitions are based on early zelda games, and although tricky to get right I really like how they came out. With single-screen rooms and no transitions you don’t really get a sense of walking through the world, but with the transitions you seamlessly go from one room to another so you actually feel like you’re exploring a single giant space.

Right: Graphics
There’s definitely prettier games in this LD, but I’m very pleased with how the graphics came out. Yeah, the low-fi pixely look is pretty over done these days, but it means I could get a lot of pretty decent graphics done very fast and keep everything looking consistent throughout.

This is by far the most art-heavy LD game I’ve done – an animated player character (in four directions!), four unique NPCs, four unique companions (with walking and idle animations), three enemies, plus the environment, gui and effects. In total there’s 120 unique sprites!

Right: Dungeon
There’s two ‘dungeons’ in the final game, the tutorial and the proper dungeon. The tutorial seems to work really well – everyone I watched got though it with only minimal head scratching and it explains everything it needs to.

For the actual dungeon my main goal was to make something non-linear so players would feel like they’re exploring something, rather than just following a long corridor. I think it pulls this off well – in fact I suspect it’s too non-linear, which overwhelmed some players. A smaller, easier dungeon to start would have been good but I didn’t have the time.

Wrong: Setting
Since the original inspiration was The Thing, the ice base theme fitted well when I was trying to think of non-zelda-like settings. However the combination of lack of time and lack of drawing skill meant I ended up with a fairly vague environment that didn’t really look how I wanted it too.

Originally I’d planned on having separate indoor and outdoor sections, but lack of time sunk that idea – I just didn’t have time to draw another set of environment graphics and the required code to hook them in.

Readability was a big factor too, and one area where the low-res look causes issues. Everything is drawn to be obvious as to what it is, and to be visually distinct from each other. Adding in extra environment detail would have made the puzzle elements of the gameplay harder to grasp.

Wrong: Dungeons
Quite simply, I ran out of time. I actually had two full dungeons designed on paper, but it took me over two hours to physically type in the first one (rooms were just text files with Xs and Os to designate walls and buttons, etc.) and make sure it was solveable, so I didn’t have time to add the second one. (Oddly, the one in the actual game is the second one I designed).

Because of this, the one dungeon that is in wasn’t properly playtested. Which brings me to…

Wrong: Balancing
Again, I ran out of time. Two things are pretty obvious now:

1. The player’s walking speed is far too slow. It probably needs to be about twice as fast.

2. The game is far too hard.

The first is a problem because it frustrates players, and means they give up as soon as they die. The second is more tricky to pin down.

Partly it’s because it’s an exploration/puzzle game, and so I obviously know the correct route through the dungeon. I find it really, really easy. But if you don’t know the route, it’s really, really hard. I should probably have made the dungeon more linear (or had a ‘starter’ dungeon). Also, I think being able to die was a bad idea. If you die you have to start the game from the beginning, but to compensate I gave the player lots of health and lots of places to heal themselves. I think instead I should have given them less health (maybe three hearts?), but made ‘dying’ just place them at the start of a room again, with full health.

Conclusion?
So there we go. Overall I’m very happy with it, it’s by far the most polished LD game I’ve managed, with by far the most content. I’ll probably go back and tweek things, and add in the missing dungeon (assuming the judging result doesn’t say that everyone actually hated it).

If you’ve played the game, I’d love to know if you agree/disagree with anything above.

Thanks.

“Take This Triangle” Micro Post-mortem

Just a few hours left. Time to post-mortem my game…
Introduction
Take This Triangle is a 2d defense game inspired by vector graphics from the old-school. Spring physics from the new-school, and doobers from the school of Zynga.
TTT was written in C/C++ using SDL and completed in the 48 hour period and is playable on OSX and Windows here. If you want to play it on another platform it should compile just fine.

Figure 1: Estimated Time Usage

What Went Right

1. Vector Graphics

A massive amount of time was freed up by choosing to focus on what I don’t suck at (writing code, play testing games) and dodging what I do suck at (trying to be an artist).

2. Fun Core Mechanic

Dragging a springy things is fun. Clicking on doobers is fun. These two mechanics together worked well.

3. Small Scope

I managed to avoid feature-creeping the game or trying to undertake something too complex for the given time frame. Executing a small idea well is much preferable to a executing a larger, broader, but more rushed idea.

 

What Went Wrong

1. Starting at Zero

When the competition began I had an IDE and an zero base code. It took a few hours before I could begin writing game code. Preparation is key.

2. Distractions

Staying focused is always hard. I spent a lot of time doing other things (including sleeping) instead of remaining on task. See figure 1.

3. Polishing Too Late

I wish I had started improving  the art and adding particle effects in earlier. A screen shake, glowey lines, more particles, more feedback on the dragging / aiming, more tweaks to the difficulty curve, badass grid effects. Sooo many small things I would have liked to polish.

 

Conclusion

Over all the process was enjoyable. I am proud of my game, it is one of the few experiments I have made that I find myself returning to in order to kill a few minutes.

Please check it out!!!

As always, LD was a learning experience for me.

Amazing to see so many great ideas executed by so many awesome people. Enthusiasm and skills abound in this little indie community!

Great work everyone.

Announcing D announcement

In anticipation of the upcoming MiniLD, I am hereby announcing the release of my base code, a platform game written in the D programming language.

This time the rules permit the use of unreleased code, but as this game was not written by me alone, I think it’s fairer to release it beforehand as per the usual rules.

And in case you’re wondering, while it’s working code, it’s not a finished game in the sense that we haven’t created any “real” map for it yet. It’s also a source-only release.

Tags: base code, D

First and Last Ludum Dare

I am completely disillusioned with Ludum Dare. I first heard of this competition from a friend telling me to try it out saying how amazing it was. He convinced me to go ahead and enter. Then I burn an entire weekend only to find that in 21 days my entry recieves 22 ratings from 288 submitters (7.639%). Of those ratings, many are blatantly done without reviewing the actual submission. Some were obvious downvoters, others gave undeserved 5’s all around the board, while others just gave random scores, or NO score for categories I KNOW  I had, showing me they didn’t even bother playing the game or looking at my community page.

Then I see other submissions with over 100 ratings making me assume there is some kind of advertising/word of mouth meta-game in play which is always a disheartening thing to see in any competition. While I do agree the games that won top 20 deserve those 20 slots, the games that fell elsewhere were completely lost into the void, with no quality control on their placement. I don’t know how you can improve a rating system that depends on a biased party to make the votes, but as a first time participator, frankly it’s just a joke.

Essentially I am a pretty upset that for a competition that has been running as long as it has; so many submissions have fallen through the cracks, and that I unwittingly set myself up for disappointment by entering.

TL;DR – The rating system brings no incentive to participate again :(

Comments

24. May 2011 · 03:47 UTC
It’s best to take the whole voting phase with a grain of salt. If I didn’t I would have been gone ages ago. Just be happy with the game you made and the time you spent making it and let the haters get to you!
24. May 2011 · 03:58 UTC
Yeah, the voting system is a bit flawed, and some childish people really can make things worse… :/

By the way, 22 out of 288 is 7.6%, not 0.07% 😉
Orangy Tang
24. May 2011 · 07:06 UTC
Yeah, I’m feeling the same way right now. Only 18 people actually gave my game a score, and that includes one person who left 111111 and one who left everything as n/a except for a ‘2’ for graphics.
24. May 2011 · 07:23 UTC
As far as voters go, I got 14 — and I reached 74th place…
24. May 2011 · 07:34 UTC
I agree with you. As the Guide page says, “our goal with Ludum Dare is to encourage people to sit down and make something”.

Sure, it’s great to see your game popular. But this is not the point of the competition.
samel
24. May 2011 · 07:37 UTC
I think the question is, why there must be a winner? Why not just comments other games without points? IMMO there’s no need to elect a winner, we do this for fun.
britzl
24. May 2011 · 09:43 UTC
I must say that I am a bit surprised when I read that people get upset that their game has received so few ratings. Sure, those obviously bogus ratings of straight 1’s is silly, but for the rest I’m not surprised. As someone pointed out, there were more than 300 entries. The absolute minimum to give a game a fair review is say 10 minutes (and add download and installation time for non-webbased games). 10 minutes per game is a full 50 hours of testing for 300 games! How many people could you honestly expect to spend two full days of their life reviewing games? Did you review all of the entries yourself Fizzik?
thristhart
24. May 2011 · 17:11 UTC
If the entire system is flawed, please feel free to suggest a new one! We as a community are quite open to change. if change is needed.
24. May 2011 · 21:49 UTC
Want lots of votes? Use Flash and put it on Newgrounds and Kongregate for thousands of plays and critiques. My first Ludum Dare I was also terribly disappointed by the deafening silence – now I realize that this is the norm and the only reason to join the compo is for your own feelings of accomplishment, not validation by others. I got FAR less plays then you did! =D
sfernald
25. May 2011 · 15:02 UTC
Having done this for a while, I learned this trick ages ago. I always post my game on kongregate. I got about 14 ratings on here but over a 1000 people played my game on Kongregate in the same amount of time. I get a lot more feedback there too.
25. May 2011 · 04:23 UTC
It’s a shame that the LD didn’t live up to your expectations. Keep in mind, post-rating bitterness might have tinged your vision here.
25. May 2011 · 10:50 UTC
1. Your game crashe dfor many people, don’t be mad at people not playing it if it does that.

2. As Breakdance said, flash will gather you some more publicity.

3. Your votes are coherent, nad you got one row of 1s, it’s not bad, probably from a pissed voter that your game crashed on.

4. I feel you’re just being childish, and you couldn’t live up to your expectations of the results.
25. May 2011 · 14:51 UTC
Well… this is exactly like the real world behaves actually. The game market is very close to this… and if you have games available to people to evaluate there will be some unfair evaluations. I often get ratings on my games that clearly want only to push my score down… but then again… what doesn’t kill you makes you stronger :)

Wanted to make a quick open world game “How”

I like to learn how to make an open world game, I have some great ideas I would like to know how sould the programming look like or are any recommendation on books out there, pleasea tell me whats needed.

Comments

24. May 2011 · 17:47 UTC
How to make an open world game: Make a game with an open world that doesn’t have a linear path.
24. May 2011 · 20:16 UTC
Make a simulator, make the player a participant, then let the player find the game in that.
britzl
25. May 2011 · 04:50 UTC
You need to be a lot more specific than “I want to make an open world game. How should the programming look like?”. Why don’t you start by sharing your ideas and ask specific questions about how to implement them.

My LD20 warmup-game

So I made this a few days before LD20, to figure out if I can actually accomplish making a game in a short time, and also to finally get this idea out of my head.

There are Hitler-Clones. Go get them.

Go play here.

Also, mini-LD sounds fun. I shall be participating.

-Matthew

Tags: 3dsmax, max, photoshop, unity, unity3d

In the Mini LD

The Ludum Dares are such nice productivity boosters that I’ll be participating in the upcoming Mini LD too.

I’ll probably try to finish something using the 3D basecode developed based on my entry in the recent Ludum Dare 20, and that I’ve been playing with recently.  Although, going for 3D may not be a good recipe for getting things done on time in general..

Regarding Change of Heart

Wow, my entry Change of Heart was #1 in audio and #7 in innovation. I would have never expected it.

Thanks guys. I’ve never had a game win an award before.

I should probably stop now and retire but I think I’m going to try to utilize some of these audio skills in a more action oriented interactive type of game. So let the fun continue with the mini this weekend!

Hey, and just to get the party going here, here is a little song I performed the other night (House style dance genre):

SmoothHouse.mp3

Attack of The Heavenly Bats – success story

I was told to write a post describing why my game is awesome and how did it come to it. I’m going to be pretty shameless, please forgive me 😛 There we go then…

Attack of the Heavenly bats

So, When I finished the LD version, I wasn’t satisfied with it, and thought that it would be a waste of weekend not doing anything about it. I decided to finish, polish and release the game. I spent about a week on that, and started spamming the internets with it, starting on Kongregate, Newgrounds and some random flash sites.

I managed to get a deal on it, but I guess I shouldn’t disclose the details…

And then… I was completely amused with what started to happen… Since I’m pretty new to flash business, I haven’t thought of sitelocking or encrypting the game, and the flahs game sites become flooded with the game, just see for yourselves:

Google search

But! Since Newgrounds has a game name length limit, I got rid of ‘the’, so there’s more to it….

Google search

Also, Some guy on tigsource forums made a 30 minute gameplay video bundle!

Attack of the Heavenly Bats Game Let’s Play EP1
Attack of the Heavenly Bats Game Let’s Play EP2
Attack of the Heavenly Bats Game Let’s Play EP3
Attack of the Heavenly Bats Game Let’s Play EP4
Attack of the Heavenly Bats Game Let’s Play EP5
Attack of the Heavenly Bats Game Let’s Play EP6

And some other guy I don’t know where from, made another three videos!

(1) Let’s Play Blind – Attack of the Heavenly Bats
(2) Let’s Play Blind – Attack of the Heavenly Bats
(3) Let’s Play Blind – Attack of the Heavenly Bats

also, some flash websites took their time to make a +2 trained version!

Hacked version
Another hacked version

But well, they didn’t notice that I actually added a cheatcode there (Hint: Get Psyched!)

Also, the game was featured on Video Game Hot-Dog webcast!

The game was featured on newgrounds frontpage for several days, got ‘Awesome’ rating, and some good reviews. It also got ‘3rd best game today’ award’ when it was released. Moreover, today my 4 medals got accepted!

Anyways, Any minute now the game will top 150,000 plays! For now it’s 149,721 hits, and it’s up for only two weeks! It gets about 6k hits daily!

Hmmm… what about Kongregate then… Well.. as soon as it dropped from the frontpage, it stopped getting hits, and kongregators forgot about it 😛
See for yourself: Kong version
And what about Flash Game Licence? Well, i managed to get a deal without FGL, and on FGL I got 1 buyer view, and he spent 16 seconds playing the game.

My point is, that Kong and FGL are not suitable for every kind of game…

For all I’m pretty much excited and hyped! I was even asked to make a sequel, and I will surely do so! It was hard work to get there, since I have a programming dayjob and needed to do tons of fixes early after the release. But it payed back, and I can shamelessly state, that I made an awesome game 😉

Mini Ludum Dare 26

I am going to take part in mini Ludum Dare 26 as I had so much fun with the last one. Unfortunatly people did not like that I used XNA as it required installing the game and I do not blame them.

I have decided thefore to start learning flash and use it for the mini LD. I only started learning on the 21st so don’t expect too much :-)

I will be using FlashDevelop, FlashPunk and Photo Impact 10.

Mini LD

Hey, I’m gonna do the Mini LD. This will not only be my first LD but also my very first game EVER! I got Game Maker about a week ago and have been playing around with that. I’m also going to use Musagi and sfxr. I have no idea what I’m doing here, but I’m super excited and I’m gonna do it anyways. Wish me luck!

Comments

26. May 2011 · 18:09 UTC
Awesome! I hope you do well. :)
27. May 2011 · 04:01 UTC
nice mood! keep it up and good luck to you. :)
27. May 2011 · 09:30 UTC
Good luck, man. Let’s make it a good one. :)