LD 44 April 26–29, 2019

I'm too busy to think of a smart title, sorry.

So, if you haven't seen it yet, I'd like to announce my game, Sigillis. In it, you draw symbols to cast spells. It's all a rather neat system, all pulled together in just 48 hours.

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If you'd like, you can play it here and then rate it over here.

I would talk more, but I'm too hard at work on the devlog that's coming out some time in the next week. So about that, it's gonna be all about the pattern recognition algorithm, so stay tuned for that. I'm gonna get back to doing that, so have a good day or whatever, and thanks for checking out (and maybe leaving feedback) on my game, I really appreciate it! Cheers, JUSTCAMH :smile:

Goblin Castle Post-Dare

I added in a couple of the things I couldn't get done in time - mainly AI , the actual gold dropping mechanic, and the movement for the dwarf.

Post-dare version here.

https://johnnysix.net/games/gcpd03/

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Yen Master time lapse

The time lapse development video for Yen Master is now up.

https://www.youtube.com/watch?v=oUisv2K4Luw

Entry - https://ldjam.com/events/ludum-dare/44/yen-master

Fragment Jam - release your unfinished games to the world!

Hey LD jammers!

Do you have ancient projects, discarded prototypes, or experiments you grew distant from?

We want to celebrate those with you!

Come join Fragment Jam (June 1-30) and release your unfinished games to the world! 🕊️🛸🆓🌏

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What is Fragment Jam?

Fragment Jam is a game jam focused on admiring and sharing unfinished games (fragments). Maybe you want to revisit these projects someday, maybe you want closure and to move on, perhaps you want to make a fragment for the jam. Fragment Jam is here to help sort it out and to provide a platform for celebrating and sharing our fragments.

Other cool things:

  • ~$200 in Game Prizes awarded randomly to participants!
  • YouTubers and Streamers organised to play your entries and give feedback!

Join Fragment Jam!

Follow FragmentJam

Join the Game Jammers Discord community

Hope to see you there!

Have You Played "We Pay In Blood" Yet?

For those of you who haven't played my game, "We Pay In Blood", yet, it is an arena fighting game, similar to the classic “Boxhead”. Before each arena round you’ll be able to use your hitpoints to buy new weapons! There are 2 bosses that you’ll be able to defeat.

Even though the 2nd boss can be killed on level 10, the game can be played endlessly if you wish to continue!

Good luck!

Click Here To Play The Game!

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Hitted 20! :D Thanks a lot!

Thanks to everyone who played my game!

It's the first time I finished a game on a Ludum Dare so I feel really happy for hitting 20!

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Also, thanks a lot for the good vibes and awesome feedback, It really makes me want to keep working on my game

Again, HUGE Thanks!

Finally Reached 20

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It's nice to not have to worry now, but I think I'll continue rating other games anyway-- it would be nice to reach 30+ for the first time!

Animation Exasperation

(TLDR: I created a sweet script that means I don't have to do 300+ steps for our future game jams, find the link to the script below)

Goal: Add 1 new character to our Isometric Game in Unity

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Steps:

  1. Create sprite strip (make sure all cells are the same width and height)
  2. Import Texture2D into Unity
  3. Set Sprite Mode to Multiple
  4. Click Sprite Editor button (don't forget to save the changes to Sprite Mode)
  5. Click the Slice option in the top menu
  6. In the Type dropdown, select Grid by Cell Size
  7. Enter 16 for width (Pixel size X) and 32 for height (Pixel size Y)
  8. Click the Slice button
  9. Repeat steps 1-8 for each direction your character is facing for both Walk animations and Stand animations (total of 8 sprite strips)
  10. Take a deep breath, because you are not even half way done
  11. Right click your Animation folder in your explorer and create a new Animator Controller
  12. Click on your AnimatorController and open up the Animator tab in the Unity Editor
  13. Right click in your Animation folder again and create a new Animation
  14. Make sure to name your Animation object based on the sprite sheet it is going to be associated with (DownLeftWalk, DownLeftStand, UpRightWalk, UpRightStand, etc...)
  15. Click and drag the newly created Animation into the Animator tab window that you have open
  16. Repeat step 13-15 for each of your sprite sheets
  17. Now create an empty GameObject in your scene (or you can use a prefab)
  18. Add the SpriteRenderer and Animator components
  19. Drag the AnimatorController from step 11 into the Animator.Controller slot
  20. Open up the Animation tab (different from Animator tab) while you have the GameObject selected (that part is important)
  21. Now you should have a dropdown in the Animation tab that has your list of Animation's, if not, go back to step 20 and try again
  22. Select one of the Animations from the drop down
  23. Navigate to the folder you have your actual sprite sheet asset in
  24. Click the little arrow to open up your sprite sheet and show all of the individual sprite frames in the explorer
  25. Shift-Click to select all of the frames out of the sprite sheet
  26. Drag the frames from the explorer and drop them into the Animation tab
  27. You should see the frames listed one-by-one in the Animation tab
  28. Click the play button in the Animation tab to view the animation (don't forget to navigate back to the Scene view) and you can now adjust the speed of the animation by changing the Samples number in the Animation tab
  29. Repeat steps 22-28 for all of your Animations for this character
  30. (Optional) Our animations looped, so you need to go into each Animation object and select Loop Time and Loop Pose

No biggy. Now just do this entire process 13 times (1 for the player character, and 12 more times for each NPC).

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In total, I spent just shy of 3 hours working on this task for our jam (not including the time to actually make the sprite sheet, that part was done by our artist, or the part where I had to actually LEARN how to make all this stuff work in the first place). This list, I feel, really highlights the downside to using Unity for our animation framework. There is just such an incredible amount of overhead to get just a single animation into the game. And honestly, since we only do this process once every few months, one of us has to relearn it all from scratch each time. We've probably all, during one jam or another, sat there reading through Unity docs and watching youtube tutorials trying to figure out how to configure everything just right so that Unity will allow us to play our 2D animations.

I'm sure there is a really great use-case for such a complex animation system somewhere in 3D land, but for all of us who are using Unity in just 2 dimensions, we could really use a better process for this. So, after this jam was over, I decided to investigate how it could be done.

AssetPostprocessor to the rescue!

In Unity, you can set up an Asset processing pipeline where scripts are run when specific types of Assets are imported into the project. After much fiddling, I've found a half-way-decent approach to automate MOST of the busy work.

Check out my gist to get the full file: https://gist.github.com/Kenoshen/494a83028e8c6509087172c21fefcef4 (put it in Assets/Editor)

Instead of doing that entire list manually, this script will run every time you import a new sprite sheet into the project. It slices the texture (given some texture naming conventions), creates the AnimatorController and each Animation, adds the frames of the sprite sheet into the Animation, and adds the Animation to the AnimatorController. All together reducing your work down to dragging the appropriate AnimatorController into the correct GameObject Animator component.

If you were like our team and were constantly battling with Unity's Animation system, I hope this script helps you in your future work.

Good luck and happy Jamming!

PS. Check out our game: 2nd Bank

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Drop your link and I'll give you feedback (web/mac only)

Looking for some games to check out (I can only play web and mac games) Leave me your link and I will play, rate, and give you feedback

Also, consider playing my own game, Prospector Stanley https://ldjam.com/events/ludum-dare/44/prospector-stanley

THANK YOU for the 100+ Ratings on Knit Worth!

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It warms our hearts to see so many people scamming Gam Gam out of her money.

Thank you SO MUCH to everyone who took the time to play our ridiculous game and leave such wonderful feedback! We truly didn't expect this much attention.

We are currently going down the list of feedback on our game page and returning the favor as best we can.

In the meantime, feel free to try to beat the current Knit Worth reigning champion @tuhlienn, who currently holds the top score of an absolutely bonkers 7,326,550 points!! Mad props! :clap:

https://ldjam.com/events/ludum-dare/44/knit-worth

Bet Your Life Speedrun: 1m54s (WR)

https://www.youtube.com/watch?v=tifra25PP4U

We have our first world record speedrun for Bet Your Life! Tyescraper did some crazy things we didn't even know were possible! Watch his 1m54s run, then try and beat it 😉 - https://ldjam.com/events/ludum-dare/44/bet-your-life-2/

I made a video!

I have made a devlog-like video where I show and talk about how I made my game.

https://m.youtube.com/watch?v=dtDzQz4zx4g

Play Tooth, Claw & Teacup

Playing LD44 Games - Final Stream Today @ 15:00BST / 10:00EST

Join me live on Twitch for my final LD44 game playing session

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There is a !queue but it isn't too long at the moment, and keep in mind I only play the game if the developer is active in chat when I get to their game - so often the queue moves faster than you'd expect. Do remember - if your game is next and you're not in chat, you are removed from the queue and will need to submit your game again! You can get a notification when I go live by following my Twitch channel, or just keep an eye on the clock - silly! :clock3:

So far this year I've played through about 40 games on stream and have really enjoyed the quality & variance in games.

Thanks guys for all the feedback!

Our first LD has been a fantastic journey for me and @marius-boenisch . From Creation of the game to testing other projects and receiving feedback. We even hit the 20 received feedback score in just 3 days! We are looking foward to the end ranking and wish you all best of luck!

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For everyone that hasn't played the game yet and wants to try it out: https://ldjam.com/events/ludum-dare/44/blood-coins

Lunatic Luke

Keep getting lots of different feedback and happy that people are enjoying my game. if you haven't played it please give it a go!

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will be rating some more games for a bit

Taking My Entry Post-LD

The feedback I've had on my game has been surprising, I wasn't expecting so many people to play it, let alone have almost nothing but good things and constructive critiques to say about it. So that wealth of play-test input together with the fact that I really enjoyed making the game and it seems to be a relatively scarce concept (I haven't seen many games like this at least) have brought me to the decision to continue developing it beyond LD.

Well I say "continue". I started from scratch. I don't know about you guys but my rushed code was a HOT MESS. Dear Lord I hope no one actually looks at my source code.

I've got a first Dev Blog video up which I'll stick at the end of the post if you're interested. And if you haven't played/rated my entry, please do. You can find it here; https://ldjam.com/events/ludum-dare/44/dea-7h

Moving Forward

My game idea involves randomising a lot of NPCs. When I cobbled together my entry I had the most basic sprites imaginable put together in a hacky way;

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This was something I couldn't help due to the time constraints, but it severely limited the visual characteristics of my NPCs, which is a problem in a game where you have to identify an NPC based on those limited attributes. So naturally the first point of order was to make more detailed NPCs with more distinct characteristics. I set about writing code that would take in different layers (body, t-shirt, hair, etc) and paint them into one complete sprite, colouring each layer with a random selection from a predefined set of colours.

Adding different variations of those layers (for example, long hair, short hair, balding hair), as well as the option to skip that layer entirely (jacket or no jacket) already increased the visual variation in my NPCs ten-fold.

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And before the game is done I intend to have more clothing variations, different body types, and so on. Another thing I want to add in the proper game is distinct locations. My entry essentially just had one "street" that you could move up and down, but I'd like to have different areas the player can visit, which would add both an element of exploration, and an additional attribute to learn about your target, as the NPC you're looking for could be in a specific location.

So that's where I'm at. After a week of casual evenings, I've essentially got the stage I was at in hour 6 of the actual Compo. But I'm cool with that, because it looks a heck of a lot better!

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If you're interested in my dev blog video on this, you can find it below. And thanks again for all the playing/rating of my game. You guys have been amazing.

https://www.youtube.com/watch?v=xfqE4MCA8yw

Swaping to jam

Hi all, apparently my game isn't allowed to run for compo because I used someone else music. It pains me a little but I'm OK with changing to jam. My bad I should have read the rules better.

But I just can't find out how to swap to jam. It doesn't seems to be possible. If someone knows how to swap and can help me with it, I will be gratefull. Thanks!