LD 44 April 26–29, 2019

Faery Tales - Modding guide

This is a modding guide for my game Faery Tales - https://ldjam.com/events/ludum-dare/44/faery-tales

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so @kichex asked about a doc explaining how to mod the game. Just for a little background, the code enabling the moddability is part of a larger project im working on. So the game is only partially moddable at this point.

What you can change:

        Player Settings & Player SFX

        Tileset GFX & Tile Definitions (does it kill on contact, is it collidable, etc.)

        Game Levels

        Level Music

        Level Backgrounds

What you need:

        Notepad++ or another text editor - https://notepad-plus-plus.org/

        Tiled Map Editor - https://www.mapeditor.org/

        Whatever you want to use for graphics

All the files are contained in the Faery Tales_Data\StreamingAssets.

Levels: Path: Faery Tales_Data\StreamingAssets

        faery1.json - level 1
        faery2.json - level 2
        faery3.json - level 3
        menu.json - menu level

the game automatically loads menu.json at the menu screen.

Tilesets: Path:Faery Tales_Data\StreamingAssets\Tileset

A tileset consists of two files. the PNG that contains the graphics, and the json that details what tiles do what. The tileset cannot have any more tiles than ff.png currently has.

Tilesets for a level are specified in the Map Properties in each level.

if the file is called ff, the tile data file is called fftiles.json

Here is sample content of the tile data:

        "biome" : "spikes",
        "killOnContact" : "true",
        "collision":"grid",
        "tileIds" : "20"

        "biome" : "slopeUp",
        "collision" : "sprite",
        "atkBonus" : "0",
        "defBonus" : "60",
        "moveCost" : "2",
        "tileIds" : "4",
        "vertices": "0|0,16|0,16|16"

so here are two examples. One is a slope, the other is the spike tile. The tile ids go from top left to right, then down a row going left to right again.

Properties that can be set:

        collision : sprite, grid, none - sprite allows you set a collision mesh for the tile, if it isnt square. The game uses the vertices property when sprite is selected. grid is collision on a square, and none allows the character to pass through.

        killOnContact: kills the player when they collide with the tile

        passThrough : above / below - implementation of one way platforms - jumping is a little shaky on these, so this wasnt used.

        Ladder : true / false - marks tile as a ladder tile. use w and s to move up and down the ladder. You can also jump off. 

        tileIds : the list of tiles that apply to this tile type.

        vertices: 1|1, - first digit is X value, second digit is Y value. These are the points of the collision mesh if you use sprite for collision.

        NOTE: if the map wont load, 9 times out of 10, its because you have used a tile id twice in your tile definitions.

BG-

Path: Faery Tales_Data\StreamingAssets\BG

Backgrounds are specified in the Map Properties in the level map.

Music-

Path: Faery Tales_Data\StreamingAssets\Music

Music is specified in the Map Properties in the level map.

SFX-

Path: Faery Tales_Data\StreamingAssets\SFX

Sound effects are specified in playerConfig.json

Player-

Path: Faery Tales_Data\StreamingAssets\playerConfig.json

MoveSpeed - max speed of player

Sounds- name of file in SFX folder to play for each event.

        "gravityAdjust": - an adjustment to the normal platforming controls to make jumping more floaty. Currently set to .45 out of 1.0
        "accelTimeAirborne": "0.5", - time to reach full horizontal speed while in air
        "accelTimeGround": "0.3", - time to reach full horizontal speed while on ground
        "maxJumpHeight": "14", - max height of a jump - this is affected by gravity adjust
        "timeToJumpApex": "0.7", - time to jumpApex - speed of jump - affected by gravity adjust.

Levels- Faery Tales_Data\StreamingAssets\

Please use tiled, but you can also use notepad ++ to edit the levels.

The objects have different properties that let you alter their behavior.

prefab: name of unity prefab to spawn.

Here is a full list(some of these are from another project, but they should "work")

        FaeryTales Prefabs:
        Diver - diving drill
        Bot/Downward Bot - flying machine
        Dwarf - ...
        switchTile - tile that can be toggled on and off by a switch
        Turret - shooting turret
        nextLevel - level end marker
        spawnPoint - player Start
        spawnCam - spawns camera only
        movingPlatform - platform that moves back and forth.
        killzone - large prefab that kills player on contact. put these at the bottom of your level
        Medpack - health
        teleport - teleports player to another teleport
        teleportInvis - used as a target for the teleport, no graphic.
        Switch - triggers switchTiles when shot or collided with.

        NonFaeryTales Prefabs:
        BouncyCannon 1 1- a box that bounces around and shoots.
        Crate- rigidbody crate that is destructible
        destrucPlatform- destructable crate that stays in place.
        FlakPickup - Flak Cannon weapon
        RocketPickup - Rocket launcher weapon - does not shoot to the left correctly.
        jumppad - launches player in whatever direction its pointing.
        Tank - an unfinished tank object that doesnt really work.
        switchableSpawner - a spawner that can be toggled by a Switch.
        WandererTest - a box with a skull that follows a path.

Theres a lot of properties specific to each object, but since this post is getting crazy long, im going to cut it off here for now. Have fun! Let me know if you guys have any more questions.

Take a look at the existing json levels! You can see all the properties set for each object.

https://ldjam.com/events/ludum-dare/44/faery-tales

Linux Users Rejoice!

I've ported Tunnel Bug over to Linux! You can now go to the itch.io page and download the tar.gz package and it should run!

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Also, thank you to everyone who has played the game so far. In less than three days it reached the ranking threshold so I'm gonna look forward to seeing how high (or low) I get in each category!

UnderBreak - Thank You

A big thank you to all for your good comments and sharing

And if you have not tried yet, come and test it !

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Available HTML5, Window and Linux https://ldjam.com/events/ludum-dare/44/underbreak

Link YouTube Trailer

STORY

Dying is a thing. Escaping from hell is another.

Underbreak is an Action/Shooter game with rogue-like mechanics, where you have to deal with demons on each level to improve your character (but at a cost : - )). More than 28 different runs !

As a newcomer in hell, you’ll try your way out of the underworld. Shoot the imps and get the keys to go higher and closer to the surface. But freedom has a price, and some pacts with demons will need to be signed…

Will you spend your life wisely enough to get through the circles of doom? Or die trying?

FRENCH YOUTUBER AND CO-FOUNDER OF RED STUDIO

Here is a video featuring UnderBreak and nine other games made during the Ludum

Link YouTube LesAventuresDeRed

Available HTML5, Window and Linux https://ldjam.com/events/ludum-dare/44/underbreak

https://www.redstudio.xyz/

Cats are even cooler in WebGL

Just uploaded a web version of "Alleycat Faust" for faster playing:

https://ldjam.com/events/ludum-dare/44/alleycat-faust

Rock on!

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Update of My Life Is Cactus

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My life is cactus is updated and we corrected the bugs ;)

https://ldjam.com/events/ludum-dare/44/my-life-is-cactus

Hope you'll enjoy it :heart:

I'm Suprised

... and amazed on the amount of positive feedback I got for Mind Over Matter. Most of y'all are also encouraging me to continue to work on it and release it on Steam. That makes me happy and thank you!

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The Game

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Come and Play 'The Branch'

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https://ldjam.com/events/ludum-dare/44/the-branch

The Branch is a ‘slice of life’ documentary looking at the staff who work at the local high street bank.

In tonight’s first episode we meet branch manager - Clinton Meeks. Clinton’s obsession with currency is preventing him from ever loaning the bank’s money to anybody! In charge of the Bureau de Change is xenophobe - Mildred Pew. An elderly woman who’s only interested in the GBP and wants to get rid of all other currency. Then finally there’s body builder, branch security and delivery driver - Derek Armageddon, who’s suffered a severe spinal injury since using the vault as his personal gym. For these 3 people - currency is their life.

Tune in now!

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The Branch is a simple narrative driven experience. Meet the characters and play out their day to day activities. There is no winning or losing, just doing. Have fun!

If you’ve played our other Ludum Dare entries then you’ll know what to expect, questionable gameplay, questionable voiceovers, and stupid humour. We hope you like it!

Black Market - performance hot-fixes!

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It's took me almost a whole day working around Unity profiler.

Fortunately I was able to fix most of things caused performance issues.

  • Baked light on the scene
  • Threw away useless global illumination (which was enabled by default)
  • Switched every light source type to Mixed (instead Realtime)
  • Increased time for Physics calculations

My greetings to the following call stacks :
Physics.Processing
FixedUpdate.PhysicsFixedUpdate
Pxs.AABBManager.SingleAABB
Pxs.Context.ContactManagerDiscreteUpdate
Pxs.Context.CCDAdvanced
PXs.Context.UpdateCCDsinglepath

- Removed unused code from Asset Camera script (FixedUpdate())
- Reduced the amount of polygons on some Meshes. (Couple of them I was forced to remove at all)
- Reduced rain VFXs
- Fixed shoot aim Raycaster (now it's more accurate, but not perfect yet )
- Tweaked the in-game balance (monster health, revolver damage)
- Minor SFX fixes
- Added game state output (top-left corner)

Result (from left - to right):

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P.s : It may be an obvious tip, but try to hide Scene tab every time during the profiling or playing.
Otherwise it takes ~x3 amount of resources (even without editor overhead)
Enjoy!

https://ldjam.com/events/ludum-dare/44/black-market

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Glad Gladiators Music

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Hello, it's Daniel Geber here, composer and sound designer for the game Glad Gladiators, made at Ludum Dare #44. I'm here to talk about the game's music! :D

The first song is called "Praise to Me". It's the intro and title screen theme. With this song I wanted to evoke what it's like to be in the presence of a pagan goddess. I used some epic percussion and choir to make it happen. The song is kinda stagnant, and it grows it's epicness by adding more instruments and counterpoint to the arrangement. I liked the composition aspect results, but I think the mixing aspect could be better (specially the drums).

The second song is called "Fight for Me". It's the gameplay song. I made this song in one hour, so it's not the way I wanted it to be. If I had more time, I would shurely remake the whole song with something totally different. As I had poor time, I used some tricks to compose the entire song faster. First of all, I got the bass line from Dead Cells' "Prisioner's Awakening" song (it's my favorite song in the entire soundtrack) and also a little bit of the sound pallete (just the guitars, and some orchestra instruments). So I made a quick melody that stands out for the whole track and then added a freaking drum kit LOL. It's kinda comical, it's not the instrument that would first come up to your head when you think about an epic gladiator battle with a pagan goddess, but I didn't have time to make another epic war drums arrangement, so I decided to go with a regular drum kit. It worked.

So this is it. You can listen to the soundtrack here. If you have any flam, please comment below.

And don't forget to P L A Y - T H E - G A M E ! ! ! 😋

Lifeforms In Space

My 3rd Ludum Dare game! Check it out. Rate mine, leave a comment and I'll rate yours!

https://ldjam.com/events/ludum-dare/44/lifeforms-in-space

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I am streaming games right now

so, you could come submit yours if you wanna hangout.

https://www.twitch.tv/tiger_j

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