LD 44 April 26–29, 2019

Have you played Venatio?

Our team is on vacation, and we haven't had time to rate many games! We would greatly appreciate it if you could rate our game (We only need 4 more ratings)

Besides, what other game supports making a monster shish kebab? image (1).png

Play it here! https://ldjam.com/events/ludum-dare/44/venatio

(Post your game in the comments and I'll play it when I get around to it!)

Thank you Ludum Dare

Hello World,

We've had trouble thinking about the game idea and we insisted on wanting a game we really think is possible and one we actually want to work on.

It took us 6 hours to find the game idea!

The dangerous life of an Indie Dev! https://ldjam.com/events/ludum-dare/44/the-dangerous-life-of-an-indie-dev Screenshot_5.png

In this game, we wanted to show how much a game creator/developer sacrifices from his finances, health, time, street credibility, and most importantly Social Life.

Choosing development and missing out on parties, friends, lovers and even family.

If you like the idea give it a whirl and thank you Ludum Dare for the best Game Jam out there!

How far can you get?

Can you become the new sheriff of the Wild West?
Let's find out: https://ldjam.com/events/ludum-dare/44/wanted-1 (It even has a two player mode!)

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Filimonchi looking for feedback and ratings.

Does a game that's flagged as UNFINISHED ever get highlighted on the Ludum Dare front page as other games do?

Looks like I have accidentally left my game set to Unfinished in the Compo final rush hours .. something that as it turned out can't be edited afterwards - I did not had the time to add sound and implement the theme mechanics I had in mind .. but at the end I did managed to complete a game for the Compo.

In any case it's the first time I have troubles getting a single comment - I won't be able to make it to 20 with that pace.. and it's discouraging.

Anyways if you want to shoot snotty aliens and save some over-reliant cats in a HTML5 browser game, here is the link: https://ldjam.com/events/ludum-dare/44/filimonchi

cat.png Filimonchi HTML5 GAME by foumart (@foumart)

Side scrolling Shoot’em Up, inspired by the game from 1981 Defenders. Enjoy!

Guys we need your help

We know it's a little bit selfish, but a chain of events has made us not rating games for a week and a half, so if you can help us and rate CorrupSoul we can rate your games too!

The game: https://ldjam.com/events/ludum-dare/44/corrupsoul

Thanks for the help, we really appreciate it :)

Have you played Life Merchant already?

Life merchant is a JAM game where you have to buy and sell trinkets to get older or younger. Each moment of your life has a special ability. Use them wisely to solve each puzzle!!

You can play it here!

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I'll be more than glad to receive all the feedback you can provide, since I'm currently working on it!

Thanks for playing!

The Origin of Squishies - Part 2 - Squishiness and Physics!

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This is a continuation of the "origin of Squishies" post. Part 1 can be found here: Part 1 - Brainstorming & Art.

11 AM on Day 1

Since I still had time (it was 11 AM of day 1), I wanted to see if I could make the blobs a bit "squishy". I thought it could be fun to have them stretch and get squished together on impact. Maybe not the most important thing to work on but oh well I still had time and it sounded like a fun challenge. :smile:

Squishiness

For the squishiness I wanted to try using the Physics in Unity. Using real physics would give the most natural feeling when a Squishy would be thrown against a wall. Invisible springs inside the blob would make sure the blob would be compressed when it would hit the wall and those springs would push the corners back and bounce it off the wall. Squishiness! :grin:

The idea I had was simple. Instead of one object, the blob would be made of five objects: a center object and four corner objects which were connected with invisible springs. In the images below, the red, orange, light green and green squares are the corner objects, the center object is quite small and not really shown.

Squishiness Experimentation

I attached some springs and started with drop tests, dropping five blobs from different heights. Some examples below:

FallExperiments3.png

While the idea sounds simple (5 objects and a bunch of springs), getting it right ended up being really difficult. It took A LOT of experimentation.

If I put some spring joints/connections too hard, the frequency of the springs would go up and the whole thing would start vibrating. If I attached the joints in the wrong position the blob would become unstable and it would start bouncing around on its own. On the other hand, when the diagonal connections (connecting opposite corners) were not strong enough, the blob would just tilt to the right or left (see 5 above) and if I did not give the springs enough strength in general they could not even counteract gravity and the Squishy became flat. Aaaah...

New inspiration...

At one point I even gave up. (I mean, what kind of weird thing am I spending my time on anyway?) After taking a break, showing it to someone and getting some new inspiration on how to attach the springs, I got motivated again. With new inspiration it suddenly started behaving more like I wanted. Finally, after a total of four hours of experimentation, I got something I liked!

Below is a screenshot of the final game. (I will talk about the hair later.) All the jumping and moving you see is just physics! How cool is that!? The only thing the code does in the image below is call AddForce in the center of the blob twice. Once in the beginning to jump to the right and once to jump the platform.

At the start of the animation below looks like the Squishy pushes itself forward with one of his feet, but that is just the springs doing that somehow. Same for when it rolls a bit further or when it rotates in mid air. The squishy physics looks even cooler than I imagined... :astonished: (How does squishiness even cause such side effects?) SquishyMovement2.gif

Final configuration

SquishySettings.jpg

The final configuration had 16 spring joints/connections for a single Squishy. Every corner object had 2 joints connecting to the opposite side and the center. I called these the "diagonal" connections. Every corner object also had 2 joints connecting to the next corner object. I called these the "clockwise" connections for the lack of a better name. The experimentation learned me that the diagonal joints have to be a lot stronger ("frequency" 30) than the "clockwise" ones ("frequency" 10), but you definitely need both types. Next to the configuration of the spring connections, I also learned that the mass distribution is essential for getting the best squishy behavior. The corner objects have mass 0.1 while the center object has mass 1.

I you want to know, more, have a look at the code... Squishies is open source!

Together this makes the Squishies Squishy! :smiley:

Hairy Squishies!

So, the Squishiness Physics were finally done. Phew... (Was it worth it?)

One thing that still bothered me however was how the hair I painted was completely static. I used a single image for the Squishy and simply deformed that image. But the hair was painted on the Squishy image and that simply did not look right. It did not move naturally. I wanted to see the wind and acceleration in the hairs!

But that is something for another time as this post is already becoming a bit long...

To be continued...

This was part 2 of "the Origin of Squishies". I hope you enjoyed the read!
Future posts will look into the hair animation, platformer path finding and the AI... Stay tuned for more!

If you want to see the Squishies "alive", you can find them here: https://ldjam.com/events/ludum-dare/44/squishies.

Timelapse of The Sanguine Fight uploaded!

Hi all!

LD44 was my second time entering the Dare (and the Compo category), and this time I wanted to have something recorded so that I can look back on it at some point if I wanted to! As such, I decided to record and upload a timelapse video of the creation of "The Sanguine Fight", and to share it with you all!

Hopefully someone finds it at least slightly interesting and/or enjoyable :smile:

https://www.youtube.com/watch?v=zBvFcFTqK0c

The game: https://ldjam.com/events/ludum-dare/44/the-sanguine-fight

Ludum Dare 44 Streamer?

Hi guys, I'm looking for some clips from streamer that did or will do a live stream review on our game? If you already did, comment the link below. We want to see it. Thanks!

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

Patrolling Sawbots

I tried something that I had not done before in Unity for this LD: Raycast2D. You can see the sawbot functioning, and don't forget to play and rate Specimen Delve, here.

What the Sawbots Do

The Sawbots are fairly simple automatons: they patrol back and forth on whatever block they are on, then if they run out of platform to walk on, they turn around. If they bump into something, they turn around. If they see something they can shoot, they stop moving and shoot. That was the general idea, and here's how it went.

Disclaimer: I'm describing what I did, which may or may not be ideal. Experts comment!

The Setup

The Sawbot is a single sprite with an empty GameObject floating out in front of it. To get it moving, I had a few booleans managing what the sawbot was doing, and then a simple translate to move it during FixedUpdate.

``` Vector2 facing; facing = (facingRight) ? transform.right : -transform.right; if (moving) { transform.Translate(facing * speed * Time.deltaTime);

    }

``` There's a small Flip function to rotate the sprite/gameobject as well. The full code is in the PatrolAI.cs script on github. Floating in front of the sprite is an empty GameObject that I aim a ray downward to look for ground ahead of it, and a ray forward to look for targets to shoot. You can see the rays and position below (which will likely be pulled in closer in a later build)

Looking at the Ground

SawbotAIRays.png

And here (but consolidated) are the functions that I used to detect the ground. The LayerMask contains all of the objects that could be ground, while the edgeDetect Transform is the Transform of the empty GameObject that was being used to look ahead at the ground. ``` public Transform edgeDetect;

public LayerMask lm; //looking for ground

    RaycastHit2D hit;
    hit = Physics2D.Raycast(edgeDetect.position, Vector2.down, 1, lm);
    Debug.DrawRay(edgeDetect.position, Vector2.down, Color.red);
    if (hit.collider != null)
    {
        hitGround = true;
        Debug.Log("Robot hit something.");
    }
    else
    {
        Debug.Log("Robot didn't see ground.");
        Flip();
        hitGround = false;
    }

```

Happy Accident Looking Down

This worked well while on a platform, and accidentally worked (sort of) when it walked into a wall, since it detects the wall ahead as ground. As the player froze objects, however, the Sawbot didn't flip. I added a Collision check and when the sawbot hit an object with the "Iceblock" tag, it would turn around.

private void OnCollisionEnter2D(Collision2D collision) { if(collision.gameObject.tag == "Iceblock") { Flip(); //Debug.Log("hit an iceblock"); } }

Unfortunately, after adding additional Sawbot spawning mechanics, I realized that I forgot to update the OnCollisionEnter2D function above, and the below behavior emerged: SawbotCollide.png Two Sawbots would run into each other indefinitely since they neither detected the Sawbot in the collision, or saw the other Sawbot with the ray. My first instinct was: FIX IT! Then, as I watched it happen a few more times, I realized that there was something amusing about these mindless drones running into each other indefinitely, because they were either malfunctioning or poorly programmed to begin with. I started trying to push Sawbots into these positions, and found that I could use their "programming" against them to harvest the level around them.

For me, this was a fun, unplanned, and emergent behavior that I decided to keep. See if you can use this technique against them and get deeper into the caverns in Specimen Delve over here.

My Takeaways

Overall, even though I wandered around the code to make these things function, I was able to get the patrolling, target detection, and shooting all to function with essentially the same technique. Cast our a Ray, determine what it hit, and take action. Having this tool in my back pocket opens up several options for me, and an unexpected number of uses in 2D.

Let me know what you think or what interesting things you may have used RaycastHit2D for. Thank you for reading!

Hey Guys! Check out "Super Psychic" (and "Divine Worshipping")

So I've been having a super fun time in the jam so far, checking out all of your guys' games, and I've got a few things to say:

(1) So many of these games have been incredible! An amazing variety of atmospheres, art styles, and sound design, and so many of these games are so fun that you want to come back and play them later. Great job to everyone who participated!

(2) Check out my game "Super Psychic".You play as a gyspy who has to use tricks and social cues to exploit your customers. I didn't have a lot of time to work on it, but it is fairly well put together, and I would love to recieve some feedback on how I could improve it! Here is the link: https://ldjam.com/events/ludum-dare/44/super-psychic

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-

(3) Think about looking at "Divine Worshipping"! It is a really fun game that has surprisingly few ratings (:thinking:). You play as a god-like figure who has to spread your religion around the world. Here is the link: https://ldjam.com/events/ludum-dare/44/divine-worshiping

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- Anyways, thanks for reading my post, and may you find some really cool games :laughing:

Come Play 'The Branch'

Welcome to The Branch

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

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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!

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

Fragment Jam (June 1-30) - 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!

Post jam version of "Don't pay with your life" available!

I finally found the time to create a post-jam version of my game. In addition to some general improvements, I have also considered your suggestions. Among other things, I improved the combat system and the dialogue system. If you have not yet tested "Don't pay with your life", give it a try!

https://ldjam.com/events/ludum-dare/44/dont-pay-with-your-life

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Project Earth

I released my first game on Play Store “Project Earth” so i would like you all to play and give feedback so that i could improve. here is the link to my game https://play.google.com/store/apps/details?id=com.NXDeveloper.ProjectEarth FeatureGraphics.png

Why can't we make a game every three days?

Isn't it great what you have done? Alone or joining forces, you made a videogame in a very short time!

Many of us are here because this is our dream job. For some this is their job already, others just wish they could start their own studio, join an established one, or just have a publisher distribute their game.

In any case *what everybody is telling you to do is: MAKE, have finished games in your portfolio. *

Probably every game developer I met had a couple of secret long time unfinished projects: one that was to long to finish alone, the other he or she could never find the time to polish as they wanted.

You contemplate your broken code, your sketches, your half done scenes and you procrastinate.

But then, here it comes the Ludum Dare, thankfully! And * you become an all-accomplishing hell of a game developer for 3 magical days!* How cool is that? You made it! You can do it!

So you think: why can't I do this, every week? (The main reason is because you need to sleep, eat properly, shower and so on XD).

No, seriously, jams show us, every single time, that our limits are far beyond what we thought. Try to remember it when this one will end.

* Bring with you a little of those superpowers* and use it in you daily game development.

Think the same way for you next projects, think small, think original, think feasible, get organized and FINISH them.

That accomplishment feeling will fill you with new energy and will make you start and finish a game after the other, that is exactly what you need in order to get better at it.

So don't abandon your creature now, let it grow, polish it and publish it somewhere, please. :)