LD21 August 19–22, 2011

The Blueprints Timelapse

Well here is my timelapse for this LD.  This time I got a good chunk of uninterrupted work in on Saturday (about 18 hours) .  All total I estimate that I spent around 27 hours on LD this weekend. Woot!

 

Tags: timelapse

We’d like it if you Stay: Done!

I have finished my jam entry, and titled it 😀

I’m quite happy with this, my first ludum dare game, my first decent game, and my second game in total. I have achieved what I set out to do, which is not something that usually happens.

Click to play!
Click image to play!

This event was great fun, I’m glad I decided to give it a go. And now, it’s time for me to play some of the other entries :)

Full time lapse up

Time lapse up on You Tube with music!

Susan

Prison Break – I’m finished.

This is my first time entering LD _properly_. I didn’t have much time due to real life getting in the way [/symapthyvote] but that’s what the Jam is for, I know.

I’m fairly happy with how much I’ve managed to do in such little time, but I’m not proud of the end result as a concept as a ‘game’ however.

I’m still not a professional Game Dev yet, but I’m definitely going to get there one way or another, and this competition was a great experience…and sleep depervation.

I’m fed up with staring at code at the moment, and I have no artistic abilities, so that’s why I’m stopping here. Personally, I think I’ve done enough even for a simple entry.

Oh, and I advise you don’t look at the code, I can’t promise the stability of your mental state.

I wasn’t gonna take part to begin with, but I’m glad I did. Like I mentioned, it was a nice experience, and it also actually got me off my butt to make a game.

Good luck to the other LDers!

P.S You can view my entry Here.

Comments

sfernald
22. Aug 2011 · 19:35 UTC
Being a professional game programmer ain’t all that. Better to do if for fun on your own and make the next Angry Birds..

Musings on my entry.

For my entry the level was stored in RAM as an array of characters, and each character held 8 blocks, which means that each block only took 1-bit (on or off). So theoretically a level 1000 x 1000 would take 125 kilobytes, a 10,000 x 10,000 level would take 12.5 megabytes in RAM.

Ofcourse, saved as a text file that’s easy to edit in notepad, the same file would take over 8 times as much space.

Death Boulder Jones Post Partem

I’ve got two comments so far, both mentioning the complete lack of a difficulty curve (it just gets difficult too quickly).

I’ll agree with them. I’ve only beaten it once. :-) Unfortunately, I ran out of time before completing any levels other than the first one, which wasn’t anything but a tutorial. As such, I copy/pasted a bunch of obstacles and placed them at semi-regular intervals throughout the level and called it a day. Too bad. The game supports loading multiple levels and I was planning on having a nice difficulty ramp across them. The first level was originally supposed to be the tutorial and like one more trap.

One commenter (Notch) said it feels like trial and error, which is actually partially what I was going for. I remember the game n+ where you just try each level over and over until you’ve mastered all the traps and the like, and I kind of wanted that feel. Part of what I was missing, I think, is the everything-on-the-screen you get from sideways 2D. The perspective the camera has and the amount of playing field you can see makes it very difficult to see far enough ahead of you to make any sort of difference. Basically the only option is to die and restart several times so that you know where everything is beforehand. And get a bit lucky.

Last minute I added in a bullet-time ability that really helps a lot, but having made it a limited timer (1 second of bullet time, takes 2 seconds to charge) means you don’t really get it enough. In retrospect, I think it would have been cool to subtract money from your character as you use it, thereby giving you as much as you want bit still adding in the pressure of not using it too much.

The biggest problem though I think is just the curve. Level 1 should be a piece of cake, and there should be around 10 very short levels. That way when you restart you’re not forced to redo the whole thing. That or checkpoints, maybe.

I still think the game is a great idea and I’d love to see it on iPhone some time in the future. Just needs a bit of tweaking.

Comments

wallacoloo
22. Aug 2011 · 23:28 UTC
I loved N! I used to mess around with the level code for hours and find glitches that allowed me to make really cool levels. Never played N+ though. Bringing back the memories… But I think you’re spot-on with your analysis of your game.

We’re done already?

Hehe. The luxury of 24 extra hours. What to do with them but gloat that you actually managed to finish everything and to have time to spare.

At any rate, we (Joszs, Ever121 and myself) have just finished our Jam entry. The game, called Left – for what better name than a non descript name? – is an action/agility flyer based around a small craft in a large facility. Loads of explosions and gunfire, as one might imagine.

Go have a look!

I have some minor things to fix, but I’d be just as happy to leave it in its current state.

We’re all pretty surprised at how fluent everything went. The amount of technical hickups was remarkable (one might say miraculously) low, we all shared a similar vision and we were all deeply impressed by eachothers work.

Loved the experience.

Tags: postmortem

Timelapse!

Finished uploading my timelapse. 8 hours in 8 minutes (:

 

Pygame Programmers!

How the heck are the pygame users among us planning to port your game to all platforms?

 

I’ve been trying with py2exe and py2app and having absolutely no luck; I’ve been seeing crashes everywhere. Any tips?

Tags: oh god the pain, port, porting, pygame

Comments

22. Aug 2011 · 19:50 UTC
I know your pain. Mine crashed unexplainably on everyone else’s computer but worked fine on mine when I first submitted. Used py2exe to compile it.

Escaping the Rat Race… The game wot I made

As I failed to post a single blog entry whilst I was actually making my game I thought I’d instead lump it all into some horrendous mega-post after the event.  Only the brave should read on.

So my game, Escaping the Rat Race…, is all about how working for the man sucks and how we all would like to quit and make a shed load of cash doing something infinitely cooler, like developing our own indie games (if we haven’t done already!).  That’s the escape, the escape of being your own boss.  I have to say I made this game from the perspective of someone who’s never done it, I’m sure it’s not all wonderful and rosy, but the feeling of getting up in the morning and knowing you’re going to work on something you personally care about and have a massive stake in is frankly intoxicating.

In with that context in mind that you should play the game.  Some of the design and content decisions I made were extremely specific, including making some elements of the game frustrating and annoying because I thought it best represented my message.  Please don’t hate me for them, and, in hindsight, maybe you should turn down the sound in the rat race section…  There are a couple of annoying bugs with some of the variables and the rats tail is still hilariously disembodied but I probably wouldn’t change a great deal about the game apart from a little spit and polish here and there, including spending more time on the frankly very crude graphics.

This is the first game I have made in a long time, probably something ridiculous like over 10 years.  I used to make little games on Klik and Play in my mid-teens and then I didn’t even think about making any for ages.  It’s only recently I’ve decided I do really like games and want to have a hand in making them.  Alas I’m not a programmer, or an artist, or anything particularly useful for making games (I’m a mechanical engineer in another life) so it’s always been that nagging hobby I’ve never indulged again until now.  Therefore I ‘cheated’ and used Scirra Construct Classic which was only mildly frustrated in places.  Ludum Dare has been such an awe inspiring and encouraging event for me and I cannot fathom the quality of some entries.

I realise I’m probably rambling by now so I’ll finish off – it didn’t turn out to be that epic a post after all.  Please let me know what you think of my little entry, I’d be intrigued.

Postmortem of The Wave

Well, I have to say that compared to my last Ludum Dare, this experience was COMPLETELY different. The first difference that comes to mind is how I didn’t waste all of my time trying to create a physics/movement engine. That thing sucked up, probably, about 80% of my time and I certainly wouldn’t call it “complete” even now. Also, it was more laid back since I only got around 14 hours to work on the game, as opposed to the 24 – 30 that I had last time.

What Went Well:

  • I, once again, was focused the entire time. I was so focussed, in fact, that I forgot to finish off a delicious beverage (although don’t worry – I drank it now).
  • My game concept was simple enough to leave me a whole day to work on assets & the front end.
  • Audio. It existed this time. I think it sounds pretty nice for, like, 30 seconds on a loop.
  • I had lots of screenshots & some demos to share before the compo ended (although I don’t think I packaged the demos correctly, and the LD site was down)

What Didn’t Go So Well:

  • Uploading. I wasn’t good at it. I gotta remember to include sndfile.framework & to add other frameworks to the “Copy Frameworks” step in Xcode. I actually lost $5 here because I bet my brother that I uploaded something correctly and it didn’t work.
  • I didn’t test all the “pipelines” involved in my game; 1 hour before the contest ended, I realized that I didn’t know how to get audio into my game. I figured it out though.
  • All my ideas at the start were basically the same; I was only considering ideas where you (singular) were trying to escape from something, which isn’t really thinking outside of the box. I was actually really displeased with all of my ideas, and wasn’t having much fun developing them until I thought of the evacuation idea.

Overall, I am once again pleased with the product that I produced, and think that it is a pretty big step above my last entry, and am looking forwards to December. I might keep working on my entry (after the ratings though; programmers = good playtesters) since I can think of a few ways to spice it up.

(If you are some sort of STRANGE ALIEN and have yet to play my game, it’s over here)

Tags: postmortem

Death Boulder Jones timelapse

Here you are. Just over a minute of goodness. I spent about 14 hours working on it.

The music is from Conker’s Bad Fur Day.

Timelapse of my failed entry

Comments

24. Aug 2011 · 00:06 UTC
That is a really good video. Not sure what to do in the game. Next time I want to try HTML5 if they ever figure out a good way to do sound.

Our jam entry – espace – is done!

Finally, after several hours of troubleshooting some audio issues on Windows I finally managed to squeeze a build that works. So yeah, we were done at around 44 hour mark, but I ended up using 14 hours for fixing issues that rised during porting and making the release packages.

Go check it out!

Now it’s back to the daily grind for me, hopefully I find time to do a linux port, write a post mortem and compile my time-lapse. Thanks to Hasis for joining the ride, it was a nice experience and showed me that yes, I can squeeze a cross-platform game engine and a game out of me in less than a week. 😀

– eimink

Pastagus Fantasy is submited !

Hi all !

Uchuu Sentaï Pastagaga’s first game is submitted. Named Pastagus Fantasy, we hope you will enjoy it !

Please give it a try :)

See you soon for a post mortem, at least one update of the game, and for another jam !

pastagus-fantasy-1

May the Sentaï Force always be with you!!

Stratus Postmortem

So enough time has passed since finishing that I can look back objectively over Stratus, found here: http://www.ludumdare.com/compo/ludum-dare-21/?action=preview&uid=5541

 

 

The game I initially envisaged is *roughly* what got made, but I had all sorts of ambitious ideas about minigames and complex interactions with the objects on board.. frankly the initial design was laughably ambitious, but hey I’ve never tried to make a game this quick :). But I kept the scope as far as the airship design is concerned, and poured a lot of effort into the design and execution of the ship. For me, the key thing for this game was the experience and atmosphere, and anything else came second- so I pressed ahead with the art and particle effects, and ditched some of the ambitious interaction mechanics.

what went right:

– the atmosphere I was trying to create, I think for the most part came together.. I really wanted you to feel the wind in your hair, high above the ground in a flying machine.

– the shooting sequence, while brief, I find enjoyable. I can play it a few times and be happy, so maybe I could have made it longer.. I really love making low-fi particle effects so the explosions were fun to make

what went wrong:

– probably having slightly too wide a scope for the concept left me really stuck for time to code the actual game and mechanics. I had to cut a bunch of ideas to finish the game which is always a shame

– sound, about the only sound effect I’m reasonably happy with is the wind, which was done by modulating the frequency of some pink noise. I really really wanted to devote some proper time to creating nice sound effects because they add so much to the atmosphere of the game, but unfortunately apart from the wind it’s all sfxr (I still love sfxr.. but all games sound the same when they use it. and you can have really blocky graphics but if the sound gets a little extra love, it can really add to the experience)

-testing: I didn’t get anyone to test my game, because I left it so late to get the mechanics in place. So, if there are some major bugs lurking then that’s why!

overall, I hugely enjoyed the weekend, even the massive stress on sunday :) This was my first compo, and I would definitely come back again. It’s a great community here!

cheers,

-RichMakeGame

Comments

wisnoskij
25. Aug 2011 · 18:14 UTC
Great game and the only game of any note I have seen come out of this round yet (might even be my favourite ludum dare game ever).

But it is obvious that it could be added to, to become truly terrific.