LD 43 November 30–December 3, 2018

Ahoy!

Do ye like pirates? Well, o' course, everybody likes pirates. Then, why don't ye give a try t' our game? 'tis full o' pirates 'n fun.

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Arrrrrrrrrrrrrrrr!!!!!!!!!!!

https://ldjam.com/events/ludum-dare/43/pirates-may-cry

For the King!

Hi all!

This is my second Ludum Dare as a composer/SFX artist with my buddy @minibobbo who I always enjoy working with!

I really enjoyed making the soundtrack for this game, For the King. You command a unit of soldiers that must protect their king at all costs! Even if it means sacrificing themselves to allow the king to escape.

Give it a try here: https://ldjam.com/events/ludum-dare/43/for-the-king

For the soundtrack, I took a lot of inspiration from a variety of sources. In particularly like the soundtracks of Dark Souls/Bloodborne games which contain a lot of tension through instrumental and harmonic ideas. I used these as a temp track for the 'battle/enemy' tracks, which you will hear when you play the game. For the main theme (opening track) I wanted a heroic/majestic sound to represent the knights' bravery and their strong will to sacrifice themselves if need be. I compiled three of the main tunes into a single track, which can be found here:

https://soundcloud.com/jamesolivermusicuk/honor-and-sacrifice

Thanks! And don't forget to check out our game!

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Samhein Souls

You can test our game, that's a two player game (just with gamepad controller), you are a witch and you need to summon the Devil. I hope you have fun if you play <3

Link : https://ldjam.com/events/ludum-dare/43/samhein-souls

Capture.PNG Tuto.PNG Gameplay.PNG WitchHunt Gameplay.gif Fin.PNG

VFX breakdown ! How to make a waterfall ? ~ Particles & Nodal Shaders

Hello there !

Do you like VFX, particles and animated materials ? Well, you are in the right place !

Here is a little breakdown of this tremendous bloody (water)fall that I did for our game Abortion Boy ! It's a really gore game, so I had to make blood and flesh VFX, enjoy~

Look at this cutie

BloodWaterfall.gif

So, shader first !

First of all, I started from a 3D plane and made this really simple mesh with the soft selection tool in 3DS Max. Mesh.PNG

The most important part when you're making your waterfall mesh is to tweak your UVs like on this screenshot, because we'll have our waterfall texture that will be panning on our mesh, and because the UVs are less stretched at the bottom of the mesh, this will give us the feeling that the texture accelerates over time (we can see it on the next gif).

MeshUV.PNG

BloodWaterfall02.gif

Well, we have our mesh ! Now, as you can see on the gif, we have a panning texture. I took some water texture, painted it in red, and made it tileable with photoshop offset and the stamp tool :

Texture.PNG

But from now, how to use this texture in Unity ?

That's the Shader magic !

I'm not a HLSL/CG language user, so I use a node based shader editor called Amplify to make my shaders.

First of all, I'll need to distort my texture to make it more realistic. For this I use 2 normal maps that I will blend together :

Screen01.PNG

Next, I make the normal maps pan, by using a float2 to control the panning on both X and Y axis :

Screen02.gif

After that, I need to blend them together, by using a linear interpolation node :

Screen03.gif

Finally, I lerp this new texture with the UVs of my main texture !

Screen05.gif

With this shader, I'm now able to tweak and modify values & properties and texture through the Unity inspector :

Screen07.PNG

Noice !

I have the base of my (water)fall ! Let's add some particles !!

BloodWaterfall03.gif BloodWaterfall04.gif

So, my main particles are affected by a really simple dissolve shader.

First, I need to substract my texture with the opacity of the particle system (in the shader, we can access the particles properties with the node Vertex Color)Here, the opacity of the particles are saved in the alpha channel of the Vertex Colors. Then, I'm also creating a greyscale mask, to define the borders of my texture.

ScreenNext_01.PNG

After that, I multiply my texture with a color, so I can tint it if necessary; and also by the Vertex Colors RGB properties, to tint them directly in the particle editor.

ScreenNext_02.PNG

Back to my mask, I create a float to adjust the global opacity of my particles. The softness parameter is really useful : it will let me create a binary black & white mask (0, black; 1, white), that I will use to dissolve my texture : If I tweak the opacity parameter in my particles, this will adjust the limit between black and white values, instead of acting like a standard fade out.

ScreenNext_03.PNG

Here it is ! My shader is complete !

And now, I need to configure my particles to act like they do on the gif !

The most important properties are the starting properties (like lifetime, starting size, rotation, gravity..), and also the color over life (to make them fade), rotation and size over life. Try to always make some kind of randomness in your properties (for example, give a range of start size/lifetime, and not a fixed constant)

ScreenNext_04.PNG

With my shader that is linked to my vertex colors, and the mask that I made in Amplify, the opacity of my particles will dissolve my texture.

That's all folks !

I really hope you liked this little breakdown, and I'm really sorry because it's a bit long ! Don't hesitate to ask me any questions if you want, or if you didn't understood something !

And if you want, you can test our game here (but care, it's really gore and tortured) :

Abortion Boy !

Flying Farmer - Update

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Hey guys, just updated the game fixing some bugs and balancing the game. Now can you beat my record of 125 points? :smirk:

https://ldjam.com/events/ludum-dare/43/flying-farmer

Fake Rating

Hi daring people! Did you ever receive a rating without anyone actually playing your game? We just got our first rating, but are still at 0 downloads. So we got a rating from someone who did not even play our game. I have a feeling about how the rating looked like.

Are you familiar with this? What's your opinion? For me it's just a "feels bad man".

Medic !

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Come play our entry !

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https://ldjam.com/events/ludum-dare/43/medic

Cultists vs Demons

ld6.gif Enjoy my first ever game. Made with love and both Godot Engine and Aseprite, here's a little RPG/Arcady game where you kill demons and sacrifice your own people to power up your character.

https://ldjam.com/events/ludum-dare/43/cultists-vs-demons

If you share any critique of the game feel free to share your thoughts ;) screenshot.png

How you playing games?

How you choosing which game you'll play next? I mean games which are here in Ludum Dare. Are you looking for posts or checking games of those who commented your game?

Just interesting...

Play & Rate mine and I'll Play & Rate yours :-)

Yo, Play & Rate mine, and I'll Play & Rate yours :-) I would appreciate some feedback on what could have been improved, so I can get better at game dev :-)

https://ldjam.com/events/ludum-dare/43/soul-reaper LDJam Cover.png

Review our LD#43 game "I, Candle" (Available on Web and Windows)

You’re a candle in a maze and you escape from a human during a blackout. In order to see through the maze you need to sacrifice yourself and light your wick with matches. But if you want to see more, you need to melt more! You can find more matches and spilled wax to gain your health back along the way.

Controls:

‘E’: Ignite,

‘1’,’2’,’3’,’4’: Increase your intensity while ignited,

‘E’ while ignited: extinguish your fire,

Have fun!!

https://ldjam.com/events/ludum-dare/43/i-cantle

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Thank you for all the feedback so far.

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Thank you so much to everyone who has commented on and reviewed my game Ember's Light. It means so much that we have a community as enthusiastic and willing to help as everyone is. Well done Ludum Dare.

If you haven't played Ember's Light yet I would love feedback as I do plan to work on the game in future with all the feedback from this Jam.

https://ldjam.com/events/ludum-dare/43/embers-light