LD 44 April 26–29, 2019

Sigillis - Draw things as game input

Heyo, the title says it all, which saves me saying stuff here. And that's a good thing, cos I got a techlog in the works, and I don't have time to be writing this. Strangely, I'm doing it anyways...

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If you'd like, you can play the game on the web here and then rate and leave feedback here.

Thanks to all the people that have played and rated my game, it means so much to me. I've absolutely loved LD44, and can't wait for LD45. If only LD was still 4 times a year... Still tho, I'm making the best of what we got, and this LD has been great. Whew, that was a lot of L's and D's. Cheers, JUSTCAMH.

A Good game to play with your friends

Money Fighter is a Versus Fighting Game where 2 players can battle for the glory of money ! Play this game with a friend on the same computer keybord and have fun to play and to try 3 unique characters with a unique special attack you can use when you pick up money !ITiIxp.pngGNdkCo.png

How my LD44 Compo entry was born

Ludum Dare 44 was my first Ludum Dare. It has been a nice and also strenuous experience. Here is a brief history of how my submission - Life for Likes - was born.

You can play and rate this entry here: https://ldjam.com/events/ludum-dare/44/life-for-likes

Theme announcement

Having seen the theme voting I was a little worried. Among the various themes in the final list some were good (i.e. easier), others rather difficult. While I was waiting for 3:00 AM (my local time) to see the announcement I was a little reassured and I thought: it is impossible that the most difficult topics are chosen, "your life is currency" is an impossible subject, I am confident this won't be the one, better think about something to do with other themes. Then the theme is announced:... "Your life is currency". Very well, once again I've seen it right, sigh.

The Beginning

Okay, the theme totally blew me away. Better start thinking about something, while I start putting a few pixels on each other. I start with the player's sprite. Although I still don't know which game mechanics I will use, I will definitely make a platform style game so I obviously will have a player. While the pixels accumulate one on the other I think about the gameplay. I think I can manage the player's life through a pawnshop. By killing enemies you get items that you bring to the pawnshop and exchange for player's life. I find it somewhat trivial, but it is the best that comes to me. Besides the player I begin to draw the various objects that enemies drop when killed, and a pawn shop with a mustachioed guy.

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The First Break

At 4:30AM I finished drawing player's animations, and some objects of various kinds. I'm not satisfied at all with my approach to the theme, and I'm also pretty tired. I set the alarm clock at 6:30AM and go to rest, hoping sleep will bring me advise.

The first morning

At 6:30 I wake up and shoot myself 2 cups of coffee. I realize that I don't really know where and when my game is set. The sprites of the player are very generic, which is fine, they work in any environment. The objects I drew are in a fantasy style, there are swords, diamonds, some musical instruments. Ok, I'll go for a fantasy scenario, and I draw some little house in style. But I still don't get satisfied. The player will move to a fantasy village, killing enemies (with which weapon I still don't know), collecting items and exchanging them at the pawn shop. But I'm not convinced... why are there enemies of some kind in a fantasy village? Maybe the action doesn't have to take place in the village but in a cave nearby? In this case the player will have to go back and forth from the cave to the pawn shop in the village, it would be really boring. Maybe I should put the pawn shop in the cave? And for what strange reason a pawn shop should be in a haunted cave? It just doesn't work.

The second break

It's about 8:30AM, I have some nice fantasy-styled houses and a tileset for grass and terrain. But I'm stll not convinced. It's time for a coffee break. Coffee and reasoning about the theme took me about an hour...

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The idea

At about 9:30AM a different approach to the theme finally comes to mind. What if the "life" of the theme was not the physical life, meant as being alive, but rather the experience of life, our daily life? We don't all do it, we exchange our experiences on social media for a handful of like? This works, and I like it. I need a contemporary, urban setting in which the player will be able to move and take selfies in bursts. It's time to turn everything I've done so far upside-down. What I keep of the beautiful fantasy houses is only the roof, under which I draw an anonymous wall with a few windows. I would also like to put doors, from which I could perhaps go inside the houses, but I leave this idea aside, maybe I can implement in the end if I'll have some spare time (lol). I draw 3 urban backgrounds with houses, skyscrapers and a street. Now it's time for platforms and terrain tileset. If the urban backgrounds work well enough, the tileset is sad, but I move on. At the moment I have an idea that I like, and a handful of sprites. But the project on the Stencyl engine is completely empty, it's time to import the sprites and make them move.

The project comes to life

I import sprites, backgrounds and tilesets. I create an urban scene that I fill with what I have. The tileset is really sad, but I have to go on. I quickly do the part of the selfies saving a rectangular image around the player. It's very rough but it works. The problem is that I have an empty city with nothing to photograph. Taking selfies has never been so boring. It is necessary to create things with which to take selfies. So I draw hydrants, bushes, flowers. But I need "enemies". Dogs and cats are a natural choice, perhaps the only one in a normal urban environment. With so little time I won't be able to create any particular AI for the enemies, so I decide to go on with very simple things. One type of dog will only go back and forth, while another will run behind the player when it sees him. The cat sleeps always, and will get angry when the player gets close. But they are not enough, I need a flying enemy, and at least another enemy "on the ground" with a different type of movement: and here come bees and chickens, as well as a strange human/rabbit hidden in the bushes. I implement a system with lives for the player and a timer, the idea is to make as many selfies as possible in a given time. I still don't know what to do with selfies. It's midnight, alarm clock is set at 5:30AM so I go to sleep.

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Second morning

For some reason the alarm clock refuses to go off so early on Sunday mornings, and I wake up at 7:30 AM. Nice start. I feel quite pumped up, but I deflate as soon as I see my sad tileset. I can't leave it like this, no way, so I'll do it again from scratch. This time I like the result, and I feel ready to move on. I decide to make the selfies immediately visible and attach them on the top of the screen. I realize that I can't leave the possibility of taking selfies everywhere; the risk is a selfie-storm that fills the screen with photos that show nothing interesting. We need a system that makes selfies only if the player stands next to something that is "selfie worth", and a system that gives likes. I would like to implement a dynamic system of likes attribution, but time is running out, so number of likes will be fixed for each object. Then I limit the system so that you can only take one selfie for each item. At the moment the action always takes place in the same scene, which is very limited, so I add a couple of scenes. There are still too few things with which to take selfies, so I add spiders. But I need some more items. So I take up the sprites of the objects I made in the first hours, add a pedestal and place them in the scenes. Testing everything, I realize that timer is useless for the purpose of the game and I remove it. It's Midday, sandwich time :P

The final run

The game seems nice enough, but it's completely mute. The moment I most feared has arrived. If doing some sound effects with Bfxr and Audacity is not too complicated, making music is terribly hard (for me, of course). I've never made music for my games and with good reason, I'm really bad in this. However, I am able to shoot down something, a repetitive and obsessive piece of music, not very good but better than having a silent game (in my opinion). Imported sounds and music into the project it's time to have a main menu. I draw the homepage of a hypothetical social media, with selfies of various people. Working a little, I get a nice thing. Now the final scene, which I fill with selfies taken during the gameplay and a simple writing that announces the value of your life in likes... simple simple. I notice during the final tests that every play is the same as the another one. Objects are always the same in the same place. I don't like it so I make them dynamic, now every game session has objects in different places. In the last few minutes I decided to add a question mark that goes up when a selfie goes blank and little flying hearts when we receive likes. At about Midnight it's all over, my LD44 entry is ready and sent. Phew how exhausting!

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Well if you've come this far, all you have to do is play and rate Life for Likes.

Thanks!

Major Update for our game

We made an update based on your comments and what we saw during twitch livestreams. You can play our game here: https://ldjam.com/events/ludum-dare/44/the-money-hole

Update:
-fixed translation bug on the first boss death message
-fixed translation bug on chests
-fixed bug where you can’t leave the witch’s home when you have no money
-fixed transition bug
-removed accidentally added Heal spell

Big fascinating experience

What I really get liked in the LD jam is the opportunity to have a hand in something new. For me, it was working on pixel art for the first time. Actually, it was small parts of the game art - projectiles and HP. And I created them via Affinity Designer (Mostly, I use it for UI mockups) and Piskel. For the most of you it's a usual part of work, although I worked with animated sprites for the first time.

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The result you can watch in our Big Fascinating game for LD44.

Seaway needs you !

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Have you tried Seaway yet? if not do it!

Seaway is part of this week's fan favourite vote for the Game Development World Championship!
If you liked the game and want to help us, you can go here and give us a vote :grin:

Timelapse for Arcade Wars

https://youtu.be/D_4HFKtPw1Q

Play now

For once I managed to create the timelapse in a timely manner ^^

Other Jams?

Hi all, I was wondering .. which other great game jams are out there? If it matters ... I'm on a Unity/Photoshop/Bosca-ish setup (for the jams where that matters - not much idea in participating in a GODOT or Unreal jam :rofl: at least not right now :smile: )

A.N.D.Y.R.U.S.exe GOD MODE survey

Survey link: https://forms.gle/hThA2SLxKbYY7fEN6

Game link: https://ldjam.com/events/ludum-dare/44/a-n-d-y-r-u-s-exe

I'm making a GOD MODE in my game, that would let you play around with some settings. I still don't know what to add. Please help!

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How LD commercialization saddens me

Forgive me if my tone is harsh, but I'm getting sad. I still want to believe in the LD as a nice community in which developers HELP each other by constructive comments and experienced advice.

The main LD feed is instead polluted by shameless plugs of games that have 100+ ratings asking for even more ratings. Many of those games have authors who have themselves played less than 20. This is taking feed space from people who actually need it. This is what saddens me.

This is commercialism, not a community!

Guys, let's help our fellow developers!

If you have 100 ratings (some have even twice that number), one more vote will not do you much difference. But to someone who has 12, one more vote is very important. It's not the goal to win. The goal is to learn, to progress, to give and get feedback. That was always the spirit of LD.

Let's play the system suggested games. If you love the LD, go even further and filter by Danger and help the guys in need.

Let's become a community again!

The making of cut scenes

Are these cut scenes or cat scenes?

(forgive me for this one) https://www.youtube.com/watch?v=vOMxQ67XfYk

Cut scenes for Zoltan took me an entire day of the jam. I wanted to include them to give more context and because I love stories.

This year I didn't have tools like Animate to use, so I went for a simple video that I put together in After Effects (I could have used anything else, the only effect I used was a motion blur in the very first scene, beside that ans some camera movement, I basically added text and music). At the end there's not much animation going on here, but it is still effective.

I basically drew the hell environment, the Devil and Zoltan in different poses and then I "shot" the frames I needed following a storyboard I sketched around 6 a.m. waking up with the idea :D.

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I found out that the main difficulty in making this short video was conveying the right emotion and finding the right facial expression. I redrew them many times before getting what I wanted.

Another book recommendation

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For storytelling lovers who want to enrich their games and create compelling stories, integrated tutorials and great game experiences I recommend this good old book. It will help you a lot in designing your game, creating worlds and characters, convincing enemies, effective dialogs and cut scenes. It also gives you advices on how to produce design documents for a team. A good read!

Scooter Looter Environment Art Breakdown

Scooter Looter Environment Art Breakdown

Give it a go! :smile:

https://ldjam.com/events/ludum-dare/44/scooter-looter

I thought it might be of interest to some people to explain my process for creating a lot of environment assets in a short period of time.

Best advice I can give is modulate everything you possibly can and when you cant do that anymore use texture and Uvs to create variation within your assets.

The first challenge was scale. A great way to deal with this early on is to block out the levels as fast and as loosely as possible - allowing for quick changes and iteration. This will be yours and everyone else on the teams reference of scale.

Below is a screenshot of my first block out. Already you can see our intent for this game.

Scale changed from this as we decided that we actually wanted the player to be able to go on the pavement areas and be able to go up and down the level instead of a linear progression.

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By end of day one I had started creating the actual building assets and I had my road sorted. A good solid first day.

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Day two for me was just the grunt work. Making the rest of the assets!

I tried to break my work up into 3 groups in order of importance: 1. The buildings 2. The dressing 3. Extra requirements

The buildings where the most important assets as they were the basis of our level. Basically our walls to create that street feel.

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I created 7 variations. As you can see the silhouettes are pretty similar. A lot of the variations come from texturing and a few extra details.

Once I had create something - for example a window, I would iterate upon that shape/mesh to create something that felt different (without having to start from scratch). Each thing I made was built upon the previous creation. I feel like this is a great way to develop the style you are going for as well as save a bunch of time.

Next I needed to tackle the dressing assets. These again were split into two categories for me. Important game assets and just fun things. The important assets were ramps, lampposts, speedbumps and anything else that would impact/affect gameplay (positive and negative). After this I started to make more assets like cones, barrels and boxes which were just fun things for the player to knock over and populate the street with.

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The final stage was the extra requirements - Maybe something we should have looked at earlier but tbh when you have such a large task something had to come last!

Extra requirements for me meant basically capping the levels. How are we going to surround the playable areas and block off areas in a visual way. Our solution for this was simply a tunnel.. Not the most visually pleasing but it just needed to be something that inferred a wider world.

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The last thing to consider was the front areas of the playing area. We needed areas that the civilians could enter from in an organic way. A very simple solution to this (as time was getting short) was implying a park area beyond! I quickly created some modular pieces that meant we could place segments in unique ways to add some more variation in each level - allowing for multiple variations.

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Very simple but can be pretty effective!

And finally a little explanation about textures. I'm a big fan of atlasing and using simple tiling textures when it comes to Ludum Dares. Its the fasted way to generate a good selection of materials. Even easier with this project we decided to go with a soft, mildly cartoony vibe meaning no need for normal maps or any other maps. Simply a diffuse would do! This saved a great deal of time compared to our other entries to Ludum Dare were we attempted full PBR workflows.

Below are the textures used on the environments (excluding the atlas alpha map for the signs - maybe a little too naughty for this post! ;))

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Lighting and putting the levels together was a job we shared across the team. Each member getting to create a level of our own. We all loved getting involved in the creation of this game so it was great that we had the time to each contribute to this. Plus it meant more content for players to enjoy allowing us to add levels of difficulty as well.

Hope you enjoyed this post! And thanks for reading :smile: https://youtu.be/0NIqZB6LVqs

Please give Scooter Looter a go and let us know what you think! Can you beat the levels and not get caught?!

https://ldjam.com/events/ludum-dare/44/scooter-looter

Haven't played Ballsy Escape yet?!

Enjoy 10 awesome levels of a challenging yet fun platformer, and see if you can escape the castle you were trapped in! 🏃🏰

Play and rate here: https://ldjam.com/events/ludum-dare/44/ballsy-escape

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Play Harvester!

Harvester

https://ldjam.com/events/ludum-dare/44/harvester

Super atmospheric game, you should seriously check it out!

Looking for a moody game that will give you chills? Well this is it, Tiacol is a journey through your limited life, you explore the complexities of the world and growing up. This game is VERY dark, so some players may find it quite disturbing. https://ldjam.com/events/ludum-dare/44/tiacol-a-journey-through-life#create/1477

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a FPS game : your health = ammo

Hey ya'll

I played some jam games this weekend and was impressed! My entry has a Web version & Windows Desktop version~

I encourage you to give it a go if you like "rocket jumping" in FPS games.

https://www.youtube.com/watch?v=yYb5JGPLVio

https://ldjam.com/events/ludum-dare/44/hollow-priest