Ludum Dare 37 December 9–12, 2016

Jam entry: LOCK AND RELOAD

Click here to explore the room! (ノ◕ヮ◕)ノ*:・゚✧

View post on imgur.com

http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=6155

An entry made in 72 hours by Ava and Marte. You find yourself with a severe case of amnesia in a locked room and need to figure out what’s going on. The story isn’t quite what we intended it to be, nor as long, due to time constraints, but hopefully you’ll get something out of it anyway! It’s a concept, after all! And it has wacky shaders and creepy audio, so who can resist? ♥︎

Click this post to read more than the excerpt, for some post mortem information and pictures of the process! ☆

Post mortem

So we did indeed not manage to squeeze it all in. The end result is a very compressed story. You were supposed to be finding stuff out about the owner of the room by examining things and trying to piece together a profile.

The reveal is still in there at the end, as we figured out as the deadline was approaching that it would be better to add the start and end of the game first, and then try to cram as much as possible in between, but the road is a bit lacking. However, it’s still a decent—albeit short—bit of room escape to be done! c:

Process port mortem

Won’t really be writing anything up about it, but found out today that someone else did their work in the complete opposite order of the way we usually do stuff. We usually start by blocking things out programmatically, with graphics being added as we go, and audio slapped on near the end. This other person had been focusing on final graphics and audio to begin with, and tying it all up with code later, and the result was gorgeous, tho no idea how much of the actual game/code got done that way.

Still something interesting to bear in mind and perhaps experiment with next time! Still, this feels like one of our more visually appealing/stylised entries, perhaps much thanks to the weird shader that requires less from the textures without looking bland! ᕕ( ᐛ )ᕗ

Here’s the link again: PLAY!

Tags: 3D, ava, blender, eerie, entry, escape, final, jam, lock and reload, marte, post-mortem, puzzle, puzzles, room, unity

Can you solve this puzzle?

It seems that not a lot of folks made it through this first puzzle.
We made it even so slighlty easier to solve the problem. And if you don’t know what to do…
just call 911 😉

2016-12-13 19_41_42-Neue Benachrichtigung

PS: We need reviews of people who actually made it through the game! :)

 

RoomOne

Hi friends! Take a look at my project “RoomOne” in which I use an effect on camera in order to create a strange aesthetic.

Also I did a video with all secrets. Don’t forget to write a comment – this way I can test your game. I wish you the best ++

RoomOne

One Room Hotel

I made it!
Here’s my game:

You are the cheeky owner of a Hotel with just one room and a bus full of blind clients just broke down in front of your #OneRoomHotel!

Use your left click and right click to build walls to avoid guests from noticing each other!

Guests will keep coming from time to time and for you to keep cashing in! 100€ each. But if one finds another, its game over lady!
How usurer can you get??

PLAY THE GAMEº

Title---Clothed

(Click on the “Play” sign on the reception table to start playing)

->> Let everyone know how much money you made in the comments below! <<-

note: Made by ManuScythe using GameMaker, Audacity. All code,  graphics, music and sfx were made from scratch. Ye music and sfx is me mumbling  hahaha

Tags: #indiegame, #ludumdare37, compo, gamedev, gamemaker, indiegamedev, LD37, oneroom

No Man Hero: Judgment time!

I’m so excited about what is going on now!)

It’s so cool to take part in such well-known iconic jam like Ludum Dare!

Good luck everyone with the judgment!)

Check out my entry! Horror Hotel – Room #13

I finished making the game about 30 mins before the Jam ended. Check it over here : http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=110057

HorrorHotelGif

This is my 2nd Ludum Dare and I’m more satisfied with this entry compared to the last one.

Forgive me if the art is horrible, but I tried my best.

Tags: #gamedev #ludumdare #gamejam #ld37, #hashtag, 13, does anyone read these, horror, hotel, one room, Point 'n' click, point-and-click, room

Check out my entry! Horror Hotel – Room #13

I finished making the game about 30 mins before the Jam ended. Check it over here : http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=110057

HorrorHotelGif

This is my 2nd Ludum Dare and I’m more satisfied with this entry compared to the last one.

Forgive me if the art is horrible, but I tried my best.

Tags: #gamedev #ludumdare #gamejam #ld37, #hashtag, 13, does anyone read these, horror, hotel, one room, Point 'n' click, point-and-click, room

Chrome Room is LIVE! Check it out!

Chroome Room is a physics puzzle game in which players must paint every wall in the room making the ball bounce throughout 25 awesome and relaxing levels.

124

PLAY NOW!
WebGL and Android .apk coming soon!

Follow us on Twitter:

https://twitter.com/Chrome_room48

[JAM] – GOODS FOR THE MOTHERLAND

LINK

 

The web version was broken but should be working now!

I think it still only works on firefox though.

Its worth a download if you cant play it on the web!

Comments

TeamAxolotl
13. Dec 2016 · 21:03 UTC
I confirm the web version works on firefox on the itch.io page.

Dethroned – Post-Jam, Post-Mortem

Dethroned_title

So, I did say I’d write a post-mortem, since it was my first Ludum Dare ever, and actually the first game I’ve made that could be considered potentially finished. I definitely want to record my mistakes for future reference, and to just share my experiences and maybe see if someone possibly had similar problems.

I’ve really only made rather convoluted solutions to game mechanics than games themselves up to this point, and as such, the timeframe and workflow kinda caught me by surprise even though I thought I’d planned along it. So while I have some Unity mechanics and Editor tools under my belt, it dawned on me that I’m still a complete noob 😛 My biggest strength really was my experience with having to do stuff with short sleep cycles. And music production too, of course.

TL;DR: It was a mess, and I enjoyed it.

Day 1

We spent a good amount of time (5-8 hours?) planning what we’d do with the theme. We had quite a lot of ideas, but landed on a “combo performing game happening inside an enclosed arena, which is one room”. I went on to declare all the base mechanics of the game, but did so in the manner of creating bunch of excessive inheritance and stuff that weren’t really needed. In fact, the first 12 hours that I did actual work on the game went down the drain because it simply didn’t work right.

The fighters still work through an IFighter interface that I created assuming that I might want to have more than two fighters at the same time. Not only is it kinda stupid to create an interface that acts more like a class (instead of like IDamageable, IDodgeable),  it was pretty evident from the very beginning that this wouldn’t really be the case, so I ended up doing a lot of useless code. So, the #1 lesson learned: Keep It Simple, Stupid.

I went to bed, slept for maybe 3-4h and got up again to continue where I left off.

Day 2

I was not happy with the progress. At this moment everything was still 100% text from the debug console, and things we’re running amok in their own Update loops. All I really needed was just an event sequencer, so I decided to revise the whole thing into nested Coroutines. They’re very handy when it comes to having control of the timings of your process, but I find them kinda tricky to manage if you want to keep your game Garbage Collection allocation – free. Safe to say, this game isn’t. An actual Coroutine State Machine class that explicitly plays a requested sequence would have been the better approach, but I didn’t want to spend any more time on mechanisms that wouldn’t necessarily be used.

Anyway, this put things into motion, and I quickly had the basics down. I had to google how to get Animation States and stuff from Mecanim, but luckily they’ve added StateBehaviours which allows you to write C# into Mecanim states. I used that to tell my Animator abstraction script “AnimatorController” what state the Entity was in, and thus got some knowledge on when to pull off transitions in the Coroutines.

Now, having basically two separate State machines doing their own timings without full control opened a can of worms. I had to do some brute force fudging (yield return null for teh lulz) to get it working relatively bug-free, which is just plain bad. Overall the code’s a mess, and I didn’t really bother optimizing a lot of the shenanigans. Lesson #2: Be Less Stupid, Stupid.

Hell, maybe I could have possibly made the entire thing with Mecanim + StateBehaviours alone.

Still, things were moving on quite well in the end, and I decided that from here on out I would only take short hour-long naps and get this thing done in time.

Day 3

After a nap, I went back to my computer at 4 AM and started up Reaper, fired up a bunch of free NES synths, had loads of fun and was done with the job in a couple hours (gg ez).

It was time for the UI Elements to get made. Up to this point I had fun with the Ludum Dare challenge. Oh, how I love the Unity UI and it’s intricate way of sometimes working and sometimes blatantly refusing to function under the simplest terms.

Luckily I’ve already had my share of text elements not updating to know that you often need to string.Format() your text to get the UI system to recognize the change and update itself. Then again, there’s still loads of bugs in the UI that haven’t been fixed and probably won’t be. I probably spent more time fighting with the UI elements than producing actual content which is ridiculous.

Also, Enemy death animations we’re screwing up everything for unknown reason that I could not seem to fix through conventional means. I decided to disable pooling and just have them be Instantiated to avoid these post-death disorders of doom.

In the final 30 minutes of submission hour, I created an ending to the game. It comes after 50 waves of enemies, I have never tested it and I have no idea what happens once you achieve it 😛 Do tell me if you find out.

 

So, it was quite the experience, and I probably didn’t mention half of the stuff I wanted to. I had slept for minimal amounts of time, drank probably 40 cups of coffee in 72 hours and completely neglected any attempt at keeping up appearances. Would have been a funny stream, if I had to time to stream it. But all in all, it was totally worth it. Can’t wait for the next one!

Tags: LD37, post-jam, post-mortem, unity, Unity 2D

First java game

THANKS!!!

This was the first Ludum Dare that I did in Java (instead of Game maker) and it was really hard (lots of null pointer and weird sound glitches)

Somehow after despairing all saturday evening I caught a glimmer of hope and finished the game and the reception has been…

ABSOLUTELY WONDERFUL, I can´t believe my luck, thank you all for playing

Post Mail Package Mail Room Officescreenshot

LD37 Entry is Up!

So on twitter, I telling people how I didn’t really have much time to take part in Ludum Dare. Turns out I did, but less than 24 hours, and for whatever reason I decided to experiment with the Nape Physics Engine.

What I can say is that it’s a suprisingly easy engine to use, thanks to HaxeFlixel’s wrapper functions and Sprite class. I figured for the theme “One Room” what would be the worst room to be in, and figured the toilet. Hence, in Danger: Mondays, you are trapped in the porta-loo, balancing on a steel beam above while the wind blows and some kids throw rocks at you.

Play & Rate Here!

 

Humanity vs Mech-axolotls

Have you ever dreamt about a war between fishes and humanity?

If so, your dream just came true.
If not, you have to see it happen once in your life.

VisuelLudum

Check out Mechaxolotl Rampage now!

Chrome Room for Android is now LIVE!

Good news, everyone!

Logo App

We are proud to announce that Chrome Room’s Androind .apk is finally available for download!

We had some problems with Godot’s export template in the version we were using, but we managed to solve it and the mobile version is ready to roll.
It’s an identical version to the sumbitted executable, but it has been tested in various Android phones and optimized for mobile reducing physic FPS’s from 120 to 60.

You can find it here:
https://nwdd.itch.io/chroom

Just a small update on “Rainwater” :)

So, I kinda just finished a rushed version of my LDJAM game for Android! 😀

I did change the position of some UI items and instructions to fit the controls scheme on cellphones, but the game’s still the same. :) Will do some updates on the post-jam version later.

Thanks for everyone who played the game! I’ll make sure to rate and properly review your games too! Today work (real life work) was kinda tiring and some clients gave me too much stuff to do, but I’m hoping to play/review a lot of games! :)

ld37-sixsided-rainwater

Play Rainwater in your browser and download it for Windows or Android, click here!

Thanks and Cheers! :)

LD – First experience

It was my first experience in a LD contest and I must admit that I really loved it ! To be honest, I first thought that I would never make it in time… I participated in the Compo category with the game : Nightmares.

Nightmares page on Ludum Dare

Nightmares01

Nightmares

I had a lot of fun developping this in a small amount of time. And now I take even more pleasure to see how everyone interpreted the theme. And I already found so much creativity in the different realizations I’ve been going through !

Congratulations everyone !

Timelapse!

I’ve uploaded a timelapse of creating my game for this LD, Bad Dreams