LD 40 December 1–4, 2017

Can you help me with my master thesis? :D

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Hello everyone !!!

I've created prototype of my game for my master thesis.

My main idea is creating city where you can only use renewable resources or recycle waste. I will be happy for any comment.

I would appreciate if you could give some feedback. I ask you to give some tips how could I develop the game. I'm looking forward for some advice what is ok and what should I change.

You can find it here :arrow_forward:

Thank you all for any help :grinning:

PS Let me know in the comment if I can cite your opinions :)

Just 4 more?

I'm so close to 20 Ratings, just need 4 more.

I know Dwarven Dungeon Defense is a little long (About 30 minutes worth of Gameplay) and There's sooo much music (About 15 minutes of unique and music score made entirely for the LD40, as well as unique sound effects and atmospheric sounds). The Screen Shake, monster roars, battle sound and particle effects. A unique Procedurally Generated Dungeon every time, with twisting passageways, false twists, ocasional deadends. it's all really a bit much!

If you have time can you Play the game?

How to write dynamic interactive music for your game

Something I've done a few times now for games is composing a piece of music, or rather pieces of music, that overlap, fade in and out accordingly with the rhythm or atmosphere of the game. It's such a fun thing to do and I love seeing it in games like Super Mario Galaxy or Zelda: Skyward Sword. However there are a few things to take into account during the creative process to make that sweet layered audio nectar without it being too cloying.

First of all, a cool sequencer! FL Studio is probably the most common, but since we're all budding programmers let's go for a nice, open-source equivalent: LMMS. I won't explain how to use it, you can find a ton of great tutorials online. It's really simple to pick up :)

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In this guide, I'm going to go through the creation of the music for our entry, Video Games. Be sure to give it a try to see what I'm talking about!

Layering or crossfade?

There's two distinct poles of how to arrange your tracks dynamically, crossfade which involves maybe 2 to 4 complex tracks that fade into one another but never play together for more than a second, and layering which can involve as little as 2 but up to maybe 10 simple tracks, which can come in and layer onto the previous one to "assemble" a whole song. The choice between the two will affect a lot of factors in writing the song, such as density, song length, instrument choice...

Make sure you've talked with your programmer as to which direction you're taking! Programmers unexperienced with sound programming or music theory may have difficulty making everything sound right. Luckily for me, the awesome @bastienre4 is always interested in dynamic music, and its always such a pleasure working with him.

Crossfade technique

This is the kind of thing you see in a lot of Nintendo games, and makes for a really dynamic mood-setting that adjusts to the game state, without having abrupt transitions or changing in overall ambience.

So in our sequencer, we need to write 2 to 4 complete songs.

The idea is to write tracks that stand up on their own, that feel dense and rich without needing other effects to support them. So write 3 songs layered in the same project and make sure the harmonies vaguely match up. What's cool with this technique is that you can make songs that are very similar (such as the tracks you hear when walking around Skyloft in Skyward Sword) or drastically different, which really smoothly changes the mood accordingly.

We did this kind of thing for LD32, in our game The Guardian.

Layering technique

This technique really makes the music important in the game, since so many layers can pop in and out at any time. Each track would almost always be paired with a game element that's being activated or deactivated accordingly, such as band players playing their part of a song, or machines in a factory making a distinct noise.

This is what we'll be doing for the project at hand, our entry in this Ludum Dare. We need 6 tracks (which is a lot) So let's get started!

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It's important to remember that at a single time, ALL the tracks could be playing at the same time, so we can't make them musically dense or heavy, or the end result will be a fuzzy mess. When choosing instruments make sure to keep clear, simple sounds with little distortion. I'm deciding to make 1 melody and 1 drum beat for each track, which means that they'll be able to stand on their own a little bit more than with a lone melody. Here's the first track I made. It's for the "Missile" minigame, in which you have to keep moving away from a missile heading towards you, so a sense of movement and rhythm with a tinge of urgency is the way to go. I'm using a combination of a squarewave and sawtooth wave, on different octaves each, for a slight chiptune feel. For the drums, I'm going for a simple hihat on every beat.

More tracks! alltracks.png

Important things to remember when writing all these tracks:

  • *Keep the total time short! * For game music not to be super repetitive you need to have variations and different parts to your music (a longer track). When in our game, variations will come along naturally as different layers come in and out, so it can stay interesting while being super short. Plus let's be real, you essentially have to write 6 songs! Here I only had 8 seconds of music.

  • No harmonies in individual tracks! You should let harmonies play out between tracks, not within the same track. Also pertinent for the next item:

  • Let each track be a component of a whole! This means 2 things: 1. don't make tracks sound too much like each other, and 2. don't make tracks too musically dense. On the first point, try to make tracks rhythmically different, vary the overall note length, the rate notes are played... maybe one track would have notes every beat and off-beat, maybe another one would have a long, drawn-out melody. The direction I took with this (which I would recommend) is to have each track fulfill a traditional role in the song - in my song I had the bassline done by "Room", some light chords done by "Flappy", an energetic rhodes riff done by "DDR", a long, drawn-out melody done by "Paddle" (which became the main melody in the end? maybe...) and quick-paced melodies done by "Jump" and "Missile". So of course its a similar situation for the drums, the bass drum is mainly present in "Flappy" and a tiny bit in "Room", but nowhere else!

  • *Vary melodic directions! * if that's how to say it? What I mean is, let some melodies be very short and repetitive, and others longer. You can see in my song that the "Room" motif is played over the space of four "Missile" motifs. This will mean that a simple motif could be played first, then when a longer one is revealed the listener discovers new complexities they wouldn't have noticed with the simple one.

  • *Don't forget harmonic accord! * It's easy to write all these tracks independently and forget that they have to go together. Once you write a track, listen to it alongside every other track individually. Make sure there's no clashes anywhere with dissonant notes. If a bit sounds weird, try shifting the note up or down a bit, to make it the same chord as the other track, and it will probably fit. Also listen to the tracks all at the same time, and make sure there isn't one that overshadows the others.

On that note, in LMMS to listen to an individual track, click on the "Solo" button beside the "Mute" button for a track (that little red thing): solo.PNG

To add other tracks and listen at the same time, just unmute them: unmute.PNG

Exporting

Once everything sounds sweet, it's time to export the tracks. Use the "Mute" or "Solo" buttons to select only the track you want to export. Then click on Project -> Export. export.png

In LMMS you can export as .WAV or .OGG, which is great cause they're two file formats very commonly used in programming.

If you're still using LMMS (which is great! do!) once you choose where you want to export the file, be sure to check "export as loop". That way the silence at the end can be removed, and you can send your file directly to your programmer :D

I might add a few programmer's notes to this once I talk to @bastienre4 about it :)

If you want to know what all this was talking about, be sure to check out our entry in LD40, Video Games!

Stacks o cats!

Do you like cats! Do you want as many cats as possible! Try our game! Leave some comments, rate if you can!! =D

Here's me taking Edi for a walk.

https://ldjam.com/events/ludum-dare/40/stacks-o-cats

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https://ldjam.com/events/ludum-dare/40/stacks-o-cats

Memory Platformer - Timelapse

I made a timelapse video of the creation of my entry for Ludum Dare 40 ("Memory Platformer"). https://www.youtube.com/watch?v=sp5DTmZHRdk

If you want you can rate my entry here: https://ldjam.com/events/ludum-dare/40/memoryplatformer

Overall about Space Crash

My game is already received near 30 rates. It's my first LD entry and first game ever, so I very glad to see that people like this game and write so many reviews for that. When I publish the game I think that I can't find audience and won't get more than 20 rates, but you are great, thank you! :) If you don't play my game, I think it will be not so interesting to read this post. So, welcome here ^^
https://ldjam.com/events/ludum-dare/40/space-crash

After reading the comments and thinking about the game I can show you some notes about What I want to change/fix in the game?:
- Graphic
Yeah, this is the main problem that I have as I think. I just didn't had a time for sit and draw something good (not sure that I can do this). What I want to change here:
* Style
I want to create sea-space style in game, so I try to do for player's ship a scat-fish skin and for enemies add piranha style. In total, I got here... Maybe I could to change style in minimalism style and just stay with simple shapes, but concentrate on effects and visualization. * Player Hero.png * Enemy Враг2.png * Static blocks
With block elements in game I had to change skin not only a style. The main reason is players can't understand that the blocks is a bad thing and just die because they don't know about that. I want to draw to this blocks maybe tusks or something like that to show people that it is a bad element in game. Блок.png * Background
Not so bad, but I wanted to add some star effects depends on particle system, alas

- Gameplay

I very love my mechanic, but I have some problems too:
* Escape from camera problem
It's not so problem, but some badly for players. Problem in checking position of player in camera. In my game if player leave top or bottom of camera he is die. But I don't discover that and player is die when he is leave just a middle of hero skin. Not nice for players, I think... * Death perfomance
I think I had to add death animation that would be very informative for player and add some epic in game

And here you can see what I want to add in game, but I change my mind or just didn't have time for that:
* Vary gameplay
I want to surprise players when they will be play and add something different in game.
- I want to add the big boss that will fly from top to bottom of level and destroy all that exist on level. But it was very expensive for me and I don't have so much time for that.
- Add combo for kills. But I don't have a time for realize graphic visualization for that. And also I solve that it's not necessary for game - I want to add health point and buffs for player. This is make a game quite easily. But because the same reasons we done THE HARDCORE GAME! * Audio
Also I want to add a few sounds in game. I want to add souns for game menu buttons, for death and etc * Game elements
Here I want to add something like highscore table for players and settings menu (for changing volume and something else), but I think it was not so necessary for game

It is all notes that I have, but maybe I forgot something.

Finally, I think I have not so much problems in the game and their mostly consist in graphic component. Otherwise, I had ablsolytely big experiance from this two days. Next time I will up my skills and create more perfect game! :)
Thank you for reading this!

Some insights on how I've made my 3D platformer for LD40

Hey everyone, I've wrote a post about how I've made my game for this last LD40.

You can read it here:

https://letstalkaboutcode.wordpress.com/2017/12/09/making-of-a-3d-platformer-for-ludum-dare-40-in-unity/.

Also, if you haven't played it yet, do it and rate it ^^

https://ldjam.com/events/ludum-dare/40/ecstasy-of-gold

Super Excited

So I did rather well this LD. And Day 1 eventually became a huge waste of time, so I'm excited for next time I decide to do Ludum Dare! Next LD I can plan better so that no days are wasted and make something even better than before! And I'm getting a new computer for Christmas, so BWAAH!

LD Games Browser (now with _all_ LD40 entries)

In my previous import some games had been erroneously omitted and also in the mean time about 20 games were added? Anyway, that's all fixed now, please try the:

  • instantly searchable
  • instantly filterable

games browser has been updated with the latest round of games. Looking for something specific like an author or just for some keywords, find it immediately. In addition, it has a full archive of LD games going back to LD 15.

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Find More LD Games to Play!

Oh, and while you're at it, play my game as well!

Presenting Om

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Om is a game of patience and decisions with a glitchy and interesting art style.

Come check it out!

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Come get your share of candy!

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It's still Halloween in Candy Overlord!

You are a kid disguised as the devil and you have to knock at your neighbors' doors to get candy. Two problems:

1) You forgot your candy bag

2) There are real monsters in the neighborhood

Let's see which one of those will be the most bothersome...


For now, the game is only available for Windows, but Mac, Linux and Web versions are coming. Play it here:

https://ldjam.com/events/ludum-dare/40/candy-overlord

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Big Pockets

Use a variety of items to infiltrate an enemy hideout and steal their secret codes. However, the more items you have, the harder it will be to use them.

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Play the game here: https://ldjam.com/events/ludum-dare/40/big-pockets

We have an updated version of Greedy Dungeon up!

Thank you to everyone who's played our game and given us feedback, it means a lot to us. The biggest problem with our submission was the controls, and our dev Jeff fixed em' right up and I think they're pretty solid now.

https://www.youtube.com/watch?v=n-KsbKrYV2c

https://ldjam.com/events/ludum-dare/40/greedy-dungeon

@daul says:

Please check out the POST-JAM links on this page to see an updated version with the following features/changes.

Version 2:

Added AI Pathfinding BETA
Reworked Controls and Added Crosshair for Aiming
Updated Level Generation System
Updated Sound System

Please let me know how you think the controls feel for this version.

Thanks again for the feedback!

Check out The Tulpa

I'm proud to introduce you the result of our entry. Main purpose was a creating cinematic and impressive game, that is inspired by lucid dreaming and the tulpa idea which means a creating of an imaginary friend. So, if you like the concept (or not), please give us some feedback :)

WARNING: it's a bit psychedelic and trippy, so stop your inner dialogue, turn on, tune in and drop down :D

https://ldjam.com/events/ludum-dare/40/the-tulpa

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- Super Cop Hero - add new difficult

Hi, Ludum Updated out entry - Super Cop Hero game page - https://ldjam.com/events/ludum-dare/40/super-cop-hero

Change-list:

  • #### add new difficult "easy-breezee"

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  • #### new mod not so hardcore, and now you have 3 life for one try

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  • #### add FullScreen on F4

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  • #### alternative moverent on Arrows (special for Frence =* )
  • add reloand on middle mouse button
  • web-link: https://fourquarters.itch.io/super-cop-hero
Thanks :)

Post-jam build of Psychoserker is up on itch.io!

I've made a few changes based on the amazing feedback I got here! No more right click to rotate! Enemies spawn more often and wherever you go! Music loops! If you've already played the jam version, you can check out the new and improved build here: https://aryamaoz.itch.io/psychoserker-postjam

New HTML5 version!

My first Ludum Dare entry ever, Armed Descent, can now be played out of the web browser! Come check it out; we're just 1 vote short of 20! https://ldjam.com/events/ludum-dare/40/armed-descent

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I'll check out your game too if you review, so drop your link down below and I'll give it a shot!

Mutoid monsters - Snek

So what's up with the super tough sneks in Mutoid? I've had a few comments about the difficulty scale as soon as these fellas show up. In this post I'll go over their design, and why they are so tough!

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I added the sneks to the game because I needed a ranged enemy. At first I had plans for them to burrow underground and pop-up sporadically to attack. Due to lack of time, I scrapped my ranged enemy and simply made the sneks ranged. They fire 3 toxic projectiles, that when hitting someone, turn into toxic puddles for ~5 seconds. I wanted these projectiles to be dodge-able, so the player had to avoid them at the same time they were strafing around the mutant hordes. I don't feel like I did a good job making them very avoidable. While shooting horizontally, you may notice the spread is significantly better. This is because they target your exact location, then a few points up and down from where you stand. That means if the snake is below you, the spread is a LOT less (still just moves along the y axis). In the ported version of Mutoid, the spread will be adjusted to be based on the trajectory angle.

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While in the rush to get the game out, there were a few enemies that didn't see the light of day. Namely the bagger enemy evolution stage, and the boss enemy (A hulking compilation of dead bodies that are held together by tentacles). With the lack of enemies, I was forced to find a way to make the game seem more completed than it was.

So I added a score and distance to the game-over screen, and scaled the difficulty way up! The sneks are not actually that difficult in singles or even duos, but after you hit the 4000 points mark they start coming in groups as big as 5-6. This makes the game extremely hard, and most people can't reach the finale. The finale itself is rather underwhelming without a boss, just a horde of enemies that when cleared gives you a game win screen. So I felt like losing before the finale was ultimately more satisfying than reaching the end of the game and it feeling like there was a lack of content. I still feel like this was the right choice given the options, and makes the game feel like there is more to it than there actually is!

I'm still working on porting the game to the Godot engine, progress is slow as I learn some of the quirks of Godot. Right now I have some basic collisions working with bullets and monsters.

When the port is completed in Godot, I will continue to work on making the game "completed". I plan to feature a few bosses, a lot more enemies, weapon pick-ups, new levels, and more!

If you're interested in following my progress, you can follow me on Twitter!.

Play our game !

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" Fun game with a really cool concept. "

" Very nice atmospheric game."

" Really great game, fun puzzles, great graphics and music. "

" This game reminded me of “Abe’s Exoddus” & “Abe’s oddysee” :P "

Come on feel the atmosphere of our game and give us more feedback ! :thumbsup:

*PLAY NOW :arrow_forward: *

Please rate, comment and share :smile: