Ludum Dare 37 December 9–12, 2016

HourGlass Collector. Walktrough.

Hy everyone. Here is a walktrough of HourGlass Collector. You can use that in case you got stuck or if you want to find how this game looks like. But remember that you will not get full experience unless you try the game yourself. Good luck and have fun! Cheers!


Try HourGlass Collector!

Nightmares

Those cute little things are not friendly at all ! Hunt those creatures in the game Nightmares (Compo entry for LD37).

Ennemi_1_marche

Ennemi_2_vol

Comments

Zarkonnen
17. Dec 2016 · 05:28 UTC
I really thought they were friendly on my first playthrough of your game and eagerly embraced their arrival.

Callisto, The Room in Space

You liked The Room? Puzzley-thinky things in atmospheric surroundings? Got your headphones on? Good.

Play Callisto!

Callisto - Puzzles in Space

Comments

pcmxms
17. Dec 2016 · 01:03 UTC
I had this weird bug. There where no movement unless I switch tabs.

Didn’t Really Finish, But Still Learned Alot

This was my first ludum dare working in my unfinished 3D Engine. If you want to watch the progress of my engine check out my youtube.

My accomplice had written a bit of an ambitious script that I bet would have been doable if I had already had the features I needed to implement the script in the engine. Obviously, I had to sloppily implement 3D sound, ray-box collisions with stackoverflow answers and long forgotten forum posts from 2006. I’s also quite proud that I learned how texturing works in blender, an essential skill in 3d game development.

Also, due to my lack of 3D map editor, I had to write the coordinates of my map all by hand which was quite time-consuming.

In the end I was unable to implement the script and had to cut out 90% of it leaving a solid, but unfinished game to publish.

 

The game is linux only, so If you have linux, I highly implore you to check it out. If you don’t, just watch the play-through here.

 

A scene from our documentary maker game thingy.

Here’s one of the scenes you can choose in our game How To Cope With Boredom & Loneliness. A create you own documentary kind of game about a man who has been grounded for over 30 years. Learn how he copes with isolation.

Play Game

A.E.O. ports for everyone (Android, windows, linux)

aeo_ports

New ports for AEO, now download and click to play. Also the .love game is downloadable if someone wants to take a look to the code and such.

NOTE FOR THE ANDROID PORT: There are no screen controls, so it is only playable by using gamepad.

Link to the entry: Link

Bruce again, now with fixed controls and no random stuff

newjump

Hello there,

After some feedbacks about the controls of Bruce, the escaping ant  and the boring waiting, I decided to upload a new version. Please have a look:

Bruce, the escaping ant – Now with better controls and no randomness

Changes are:

  • You may now control the jump in the air (well, a bit…)
  • The last jump doesn’t need to be absolutely precise
  • Geckos are not random anymore
  • Spiders’ hitbox is a little better
  • There are a few graphics changes

Please have a look!

Cheers!

Pedro Castro Menezes

Post Mortem – I have a rough diamond, it needs some polish to be truly amazing

Sorry for a wall of text.

TL;DR: I think I made a really nice game that has plenty of potential. Please try it!

————Skärmklipp 2016-12-12 03.10.18

Now, a week after the ludum dare weekend I think I have recovered enough to write a post mortem. And I am not exaggerating – I have been exhausted this entire week from really pushing myself during those 48 hours (or maybe just the last 10 hours – procrastination is my second name).

Ever since I started making games around a year ago I have had the idea of making a space rpg. It is you, your crew, your ship, and a star system. Traveling between stars, encountering  enemies, trading goods and exploring the most remote parts of the universe. I think it is a great game concept and many would agree. I have attempted it before but gotten stuck on doing 3d combat, or prgramming an AI. Once I went weeks thinking about how to make an AI in a galaxy without actually sitting down and trying things. What needed was some pressure to produce something – enter ludum dare 37. Skärmklipp 2016-12-17 14.20.41

This was my third ludum dare and the first time I didn’t have plans with people over the weekend so I had some high expectations of what I could make now that I had the full 48 hours to work. I also had new skills and could make decent 3d models quite quickly as well as develop simple systems in unity, such as movement and shooting, in quite a short time. With these building blocks I really thought I could make something great. Did I? Well, as we all know, 48 hours goes quite quickly.

Day 1 – Friday night.

As I am in Sweden, my time zone is a bit off. This meant that the theme was announced 3 am for me, and I stayed up with some idea that I could start working as soon as the clock ticked over. But I was sitting there, staring at the screen with a blank mind and a tired body. I decide that this was the most stupid idea ever, and went to bed. I fall asleep though with an image in my mind – a one room spaceship.

Day 2 – Saturday morning.

Well, falling asleep at 4 am means that you don’t get up working at 8 am. Rather, it was around noon when I finally booted up my PC, and with this idea of a game based in a one room spaceship I started modeling in blender. A simple room, a desk, some computers, steering wheels, thrusters, and a character later i really believed in my idea and had a tingling feeling that I was working on my dream – a space rpg. Set on this goal, I took a lot of inspiration from FTL, a game I have barely played, but with direct control of a character inside a ship. I got a a system working where you could “travel” between stars. What it actually was was clicking on things and a text changed in the top of the screen. But this simplicity is key – you don’t need to actually move between stars, only give the impression that you do. Skärmklipp 2016-12-17 14.24.20Now it was around 7, 8 pm and I got kind of contempt, which is quite a dangerous feeling when you don’t really have any gameplay.  My girlfriend came over and the rest of the night was spent watching movies and development stopped. I had an idea of sitting up all night continuing to work, but a mechanical keyboard and a girlfriend trying to sleep doesn’t go well together. However, this made me feel super stressed and I couldn’t sleep. I realized I didn’t actually have a game and these grand ideas suddenly felt quite impossible. Lying in bed I formed a mental list of the main features I wanted – combat, trading and upgrading. I also had specific ideas of how these were going to be implemented, but it was all spinning around in my mind.

Day 3 – Sunday.

The morning was spent both working on the game and spending time with my girlfriend. Lots of breaks and progress was quite slow, but the pressure of what I wanted to make was pushing me. Around 3 pm it was almost coming together, with 10 hours to the deadline (again, in Sweden the deadline is 3 am Monday morning).  Combat was clunky but working, I had a really nice animation for moving between stars, and I was working on an inventory and trading system – something I feared would never work. However, keeping it simple again with limiting the amount of items that exists I could simply have each item be a string an not much more. This way was quick and easy to make, but it has very limited potential to be expanded, and a mess to work with if the game grew bigger. I continue to make an upgrade system and suddenly this mental list of mind that keep my head spinning was almost cleared. The time is around 8, 9 pm when my girlfriend goes home and I am in for the last sprint. What I needed was some kind of story, or goal in the game, as well as getting a win/loss condition working. Slowly but surely, this started coming together and the game was nearing completion. Fixing last minute bugs, creating a simple tutorial, adding a main menu, made it just in time with about 10 minutes to spare before deadline. I throw together some screenshot, literally sitting on the edge of my seat and finally publish it on the website. Now during this time I was continuisly drinking coffee so when everything was done and finished, around 3:30 a, it took around another hour or so before I finally fell asleep. The game was done, but so was I. Skärmklipp 2016-12-17 14.23.33

A week later. I am now sitting here and feel like I woke up after being a zombie for a week. The few comments I have gotten have been really nice. People seem to appreciate the effort and the scope I dared to have for this ludum dare. I also agree with the criticism – the combat is clunky, and movement is slow. A few quality-of-life improvements are needed but otherwise it has great potential.

Potential, yes. And I do want to continue working on this. However, the code is a mess, a true and complete mess. The upgrade system, made in the last few hours has long hard coded string in it, and a simple spelling mistake would make it all fall apart. I hope I have the energy to sit down and rework some of this, because if I did, I think it could make a really great game.

 

Try it out here, and try to look past the rough surface, and see the potential behind it.

One room away from success

This is my LD 37 entry. It’s a puzzle game, not too easy,  not too hard.

The game consists of 5 areas in total, in each one, ONE ROOM has the solution.

If you have time, please try it out, you won’t regret it!

Link to the entry: Click here

map_afterworld_begin

Why Rworld (my entry) is a bad game. Lessons and learning from this ld 37

Hi everyone, this is an analyse of my game(Rworld) , I’ll try to explain why it’s a bad game and analyse my mistakes and success from this Ld.

When the theme was announced I searched a concept between 1 and 2 hours, and finnaly I found one which responding of my waits.

So the  base concept of Rworld is that, you are in one level (one room for the theme) and it’s a reflexion/platform game in which the player can rotate the whole level to solve puzzle and access to new places. This mechanic would have let let the game to be interesting and complex even with only one level. But the reality is quite different because of the lots of errors and bad choices of mine.

So my first mistake was to not think clearly and develop my concept on paper before programming. Even if a lot of people give that as advice, paper never really helped me on my differents projects, for me it was a lost of time and not very helpfull … Until now , for this Ld paper was my greatest friend and helped me to solve bugs, work better on level design and be more efficient in my code. But I really started t use it a little bit too late and not enought.

My biggest mistake of this ludum dare was to not make my main mechanic perfect. Because of difficulties in code(I’m a beginner in gamedev) , I didn’t make the rotation feature as I imagined it at the beginning, and that was my biggest mistake. Because of that, my game doesn’t feel great, and the level design was very different compared at what it should be.

Bugs, make a game in 48h is not an excuse to have bugs, that what I learned after submitting my game and testing others. Before my submition I already known about a glitch which can be very painfull and hard/long to fix moreover I thought only very few people will see it. So that’s why I didn’t fix it, … and It was a mistake,  There is currently more than a half of my game’s feedbacks which talk about it. And when I play other games I don’t see any bugs which are as painful as mine.

And finaly, polish is very important and doesn’t take a lot of time but I jumped this step and that was not a great Idea, with that I didn’t gain a lot of time and polish is important for player because it often make the game more enjoyable.

Let’s talk about success now :D, I think my biggest success (and the most surprising for me), is the art, it’s the first time I make my own art for a game, and during a gamejam futhermore but despite that some people told me they liked it, this was unexpected for me but very gratifying. Next time I’ll try to do the same with music.

I hope you’ll like this analyse and excuse me for my bad english.

You can see my entry here.

A Buzzy Bee!

Bee_2

Bee_3Bee_4

Participated as a team once again! We made a game where you help a bee pack her things up in time before her queen bee goes to a new hive.

..and here’s a timelapse if you want to see how we submitted in the nick of time. 😛

Bee_1

Now go play (and rate) A Buzzy Bee here!

Please give me advices !

Hi !

My name is Tom, I’m 15 yo and I’m from France.

I made this game with a friend, and I really need advices for my next games.

It was my first LD, and I find the idea very good. It is very interesting because it allows us to manage our time, and our project.

Ludum dares are awesome experiences !

Next time, I will maybe try the jam.

Thanks to LD team !

TVGS Live Stream coming up in 2 hours

Hello, everyone! Tech Valley Game Space will be live streaming on twitch.tv/techvalleygamespace today and tomorrow from 7:00 PM to midnight EST. Want to have your game played? You can submit it here: goo.gl/forms/9Qw8z8qX7O6SrrLC3

We prioritize on entries where the creator is in the chat, quickly followed by the order of submission in the form above. So don’t be intimidated by the triple digits of responses we’ve received! Just be patient on the chat, and we’ll get to your entry soon enough!

You can check out our previous livestreams (as well as free lessons, podcasts, timelapses, etc.) on our Youtube channel here:
youtube.com/user/TechValleyGameSpace/videos

We’ll be posting the live-streams on Youtube shortly after the stream, so you won’t have to miss anything.

Slumber Room – Added web-version and fixed some problems

Hello everyone again!

Hope you’re enjoying this Ludum Dare, because… oh, man, there are some amazing games.

So, just like I promised, made a web-version on itch.io.

Here is the game itself.

Screenshot

Also fixed some issues which didn’t let players enjoy gameplay:

  • Controls bug: if you push some button with another one already being pressed and then release the last one, the character stops.
  • Physics models and collision problem: troubles with fitting into 1-tiled corridor, passing near teleport without intention to activate it does trigger it.

So, if you haven’t checked it out yet, go ahead! Have fun!


By the way, it would be nice if you suggested what would you like to see in the game. We are planning to take it further. Thank you! C:

 

Tags: 2D, html5

Turn-Based for a Change!

Previously my games were arcade-type action games, and I felt confident about being able to make them.

This time I tried something turn-based, and was a bit worried going in!  But I’m fairly content with the result, I think it’s fairly satisfying to splat slime on these demonic teddy bear things and watch them go up in a sploosh of blood!  That’s what they get for trying to steal my eggs.

I’ve also been pretty happy with my transition from pixel-style graphics to vector-based graphics.

 

Now GhostGun has an ANDROID version!

So you, yes , i’m talking to you stalking you ever rising number of votes on your android phone,

now you have no excuse not to give it a second or even a third thought before deeming it not worth it!

Also if you can comment on it that would be, like , the coolest or whatever.

Also Mac, linux and Plenty of more content.

ghostgun

Play And Rate it Here

First Submitted LDJAM Project of Mine

I actually was able to finish my LDJAM entry on time: Andi’s Moving Company!

 

ld37 - post - demoshorterrrr

 

In a rush at the end, I threw in the simplistic UI and Time Limit so the game hardly got balanced. I’ve also since been working on some significant control improvements as a result of all the wonderful feedback I’ve gotten!

Check out my entry here!

Also.. a brief post-mortem of it here!

 

I had an awesome time this time around, and it’s been so much fun trying and rating other people’s games. Can’t wait til the next one!!!