Ludum Dare 37 December 9–12, 2016

Welp, we barely made it

I was so scared, we had seroius issues with compiling for web so we got windows instead

Test.

Test.

At least! We have finished!

We are happy to see we have finished the game idea that we think last saturday morning and make it real in 72 hours. It was our first jam and it was… hard xD We leave the game here and now it’s time to rest!

you can play it here!

portada

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Hope you like it!

Croquettes! Done

croquettes_captureLDJam 37 c’est fait! La premiere et certainement pas la dernière. Cette expérience était fortement enrichissante malgré le stress de la compétition et du délai de livraison très court. Vous pourrez constater mon travail accompli durant cette épreuve à cette adresse : http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=124351

J’aurais aimé faire plus. Il manque encore l’ audio, quelques visuels et un peu de règlages mais pour un prototype fait en 72 heures c’est fonctionnel. Un peu mieux préparé,  j’espère faire beaucoup mieux la prochaine fois.

Un grand merci à Mike pour ce super évènement (malgré les bug du nouveau site) et bonne chance à tous les participants.

Tags: #ld37 #37, kitty, one room, puzzle platformer

Final Post!!!!

Well goodbye for know everyone, I had so much fun in the game jam. See you guys next time!

Play Tick Tack Shoot at here

 

Tick Tack Shoot

We did it! :D

We just finished our game with 12 min to spare :D. We all had fun working on this project and we hope you all enjoy it!

 

LDJAM_Helmet_titlescreen Screenshot

Link to game!

Stranded on an Alien space station your only chance for survival is to put on as a suit of non-stop running action the helmet is your only source of light when it gets lonely. Your object is to just try and take out as many of the SOB’s as can before the take you out. I’m Frank Shatter and I approve this message.

Well…

I haven’t managed to finish this in time, since I was so busy over the weekend that I nearly forgot about this, but here‘s a prototype I managed to put up.

Tags: 2d arcade, LD37, Ludum Dare, magic shower

Wait, we actually finished? (A Postmortem of Our First Jam)

Here we are – an hour from the submission deadline, and neither of us can believe we actually got our game finished. Judging by how the last 72 hours have gone, that wasn’t likely to happen.

This was our first game jam. We had discussed participating in a Ludum Dare before, but we only decided to go for it about two days before it began. We were so unprepared that we had no way to sync our work – Dropbox was full and we had little experience actually collaborating on GitHub. The one thing on our side was the theme choice, which ended up being the one I wanted. Once we started, everything… went down-hill.

The first problem was that we decided to make a first-person parkour game. In 72 hours. We chose a game with arguably the most time-consuming gameplay, buggiest systems and most complex art we could have possibly chosen. The second problem is that we decided to make a firs-person parkour game. In one room. Yeah, we thought that was smart at the time. We wanted to show off the main mechanic with which we utilised the theme of the jam – time travel. In Switch (the very uninspired name of our entry), the player can warp between two alternate… universes? Time periods? Whatever the explanation for warping, the two rooms differ in ways that allow the parkour to be used in interesting ways. While this idea seemed cool, it ended up being surprisingly hard to create interesting gameplay in such a restrictive environment, even when the rules for a ‘room’ are stretched a little.

Third problem – Unity. Some love it, some hate it. I swing back and forth depending in what time of day it is. In this case, it proved to be a struggle to use it. I’ve never built a scene this big before, so I don’t know what the performance should be like in the editor, but when just clicking on an object causes a RAM spike of approximately 10GB, anyone would worry. Being a UE4-centric developer means parts of Unity are counter-intuitive to my workflow, which makes level design a painfully slow process. I’m still not entirely sure if I’m just stupid or grouping objects in the scene is a very hard process. We had to use Unity however, as David (our programmer) has no experience with UE4.

That brings us to programming. Oh boy. controller.isGrounded will haunt me forever. Our parkour system ended up working, mostly. Yeah, you can climb through walls sometimes. Or climb up walls indefinitely by jumping in corners. Or the fact that you can’t jump unless you’re moving. But hey, it works… mostly. If you check out our GitHub repo you can see just how much ended up being commented out. One of our biggest problems was our movement being largely tied to framerate for a long time. When inputs only register properly if you press them on the ‘correct’ frame, it’s not a good feeling. For quite a while, finishing did not seem likely.

But there were good parts too. Hell, we finished. Making a game like this is hard any time, let alone in 72 hours. We did roughly what 2 years of development and polish produced in that Titanfall 2 level in less than a week. While our game is by no means the winning entry, we are both proud just to have made something that can be fun, even if it is short and stunted in potential. I remember the moment wall-running worked for the first time – I sat back in my chair and said, “Wow, this is actually happening. We made this work”.

stuff working

IT’S ALIVE!

For a first attempt at game jams in general, we are both extremely pleased with our results. We’ve finished – I’m sitting at my desk, hoping the upload finishes before the deadline on my crappy 0.45Mb/s Australian upload speed while David goes back to his Hearthstone-ing. 3 days of stress is fading away rapidly, and I think it’s time for lunch. What an experience this has been.

  • Andrew Castillo (While False Studios)

Our entry here

The itch.io page

Our website

LDJam Game

There you go for our first jam

https://www.catupload.com/download/86c066672ab698cb0deaace198f5d659.html

Edit : Previous link was down, sorry about that.

http://dl.free.fr/getfile.pl?file=/cgjmQqGe

 

MADE FOR EPITECH

Submitted my first entry!

It’s not the best game, but it’s my first entry in Ludum Dare! Had a lot of fun.

Finally, just before submission hour.

Well, it was tougher than last time, but I managed to release in time – Cure4Life :)

Cure4Life

Currently there are only MacOS and Win builds on Itch.io. Don’t know why, but I couldn’t build proper WebGL build, but will it add as soon as possible.

Finished

So I finished my game and got it submitted. First LDJam down. Looking forward to improving and getting better. Please put any comments about the game on here. Cheers.

 

Chalm Farm.

Comments

Cole Chittim
13. Dec 2016 · 05:16 UTC
Really liked the concept you have here. The controls feel pretty good which is key in a platformer. Art wise I also liked the project. I felt it had sort of a portal like vibe (like many platformer early designs have) with its tight corridors, however I liked the unique spin on the aesthetic with the art’s more minimalist design, which can be tough to pull off. However, I feel it worked here. Great start on this project! I think you should continue working on it!

Welp… didn’t make it.

Well, after a valiant effort (at least on the last day) I did NOT make it to submission hour. At this point I have a fun toy that is entirely unplayable as a game. I suppose I could upload that, but there isn’t much to do so I don’t feel it’s worth it. Even though I felt motivated, I kept getting distracted (darn Netflix…) and  didn’t get much done until today. I can’t even imagine how some people do 24 hour jams…
I will be finishing my little taco truck game and posting a blog post for it in the near future so if something like Taco Truck Tycoon sounds fun to you, look for that.
I played with a voxel based art style this time and I really enjoyed it. I will definitely be using that again. It’s quite easy to make fun models quickly and easily.
Well, that’s all the time I have for now. I look forward to playing your games!