LD22 December 16–19, 2011

Ok, done!

(I wrote the blog below right about the deadline but had trouble posting it due to the website being too busy. Just after that I seem to have fallen asleep so I’m posting it a few hours later, now that the server is happy again :)

————————-

Well that was quite tiring. As expected I never got to the sound/music, but the other parts I’m happy with. To draw the ground shapes properly I needed to use some polygon decomposition, so I went with poly2tri at the last minute but it worked out ok. For attaching textures to bodies I cobbled together a way of naming the fixtures in the json, keeping the fixtures square.

I lost a good couple of hours at the beginning due to the theme being unexpected, then another few hours debugging a pita bug. Apart from that I only slept around 5 hours, and did a little shopping so out of the 48 hours I managed to put in a good amount of time.

Getting some real-life experience with scripting needs was my main goal and I am pleased with how that part of it worked out. It became quite easy to add placed event triggers, run conversation dialog, destroy joints and fixures, and schedule further events from the script. Occasionally I was working with just the script file and the editor, which is how it should be. Take a look in settings.as if you want to play with things, or see the Box2D debug draw info.

Now to get some sleep before porting to windows, and checking out the other entries!

Rabbits – My LD48 Submission

Got my submission in last night, but forgot to make a post – so here it is.

It was a lot of fun, but I ran out of time in the end. I would have liked to add some more maps; level progression; and item pickups.

Here’s a link to play the game.

 

 

Comments

19. Dec 2011 · 06:42 UTC
the page layout is totally messed up for me. had to copy/paste the instructions from behind the game into a text editor to read them
19. Dec 2011 · 07:15 UTC
Thanks, I’ll have a look this morning. Things got a bit rushed towards the deadline, and Firefox testing dropped off the list.

Submitted my game one hour early, submitted this post this six hours late.

Well, given my pre LD predictions and given that this is not just my first LD, but really my first time ever seeing a game made from concept to completion, I consider what I’ve done with the past two days a fine success.

The only issue I really had with everything was that because I came up with a simple to implement idea very quickly from the start, I assumed I would have ample time to pump the game full of polish and throw in some variety (or at least an sfx or two). The problem with that was half to almost all of the first day was spent getting the map generation stuff up and running, a lot of which was stuff I took for granted. Stuff which probably wouldn’t have even been considered cheating if I had generically set it up beforehand.

you would think the image title and the image caption fields would be enough. They claim a picture is worth a thousand words, but NO! we need THREE DIFFERENT THINGS to type text into to go alongside it!

Out of all the games entered with the name "The Cheese Stands Alone", this one is the best. I haven't played any of the other ones, but I know they are there, and it is safe to assume that this game is better than them.

You should go check it out!

I already got a laundry list of stuff I want to implement to extend the game’s and it’s difficulty: (although a lot of it is mainly cosmetic)

  • Limit total # of total moves allowed by stage(included with this would be to possibility separate the # of blocks you are allowed to add from the # of blocks you are allowed to remove from a stage)
  • variable stage sizes
  • A more graphical HUD, with cool buttons and everything
  • a victory notification before going to the next stage (who wouldn’t like a little fanfare?)
  • more levels, difficult ones if at all possible (suggestions are very much welcome, puzzles are not my forte)
  • level select (this feature can only be warranted  through the preceding bullet point though)
  • once I get a better ‘feel’ for how the game operates, maybe extend the predatory chain further, or possibly throw in some auxiliary items (e.g. dog bones, cattails, etc)

Done!

http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=4884

It’s finally finished!

I think the 72 hours of the Jam really proved too long, since I had to take many breaks of doing other things (besides eating, sleeping, etc) in order to remain sane.  Next time I will definitely consider entering the Compo.  I will also remember to play all the games I really want to play BEFORE I enter a 72-hour single-track development contest.

A Rift in Space – Post-mortem

So, this is my second Ludumdare. This time, my graphics engine did not crap out on me. Unfortunately, I still tried to push it too hard, and discovered that my old shader pipeline was, in fact, barely even usable. This time I actually put in audio, and discovered that my audio engine was flat out broken when you tried to do anything more strenuous then play music. Thankfully I was able to rather quickly patch that up, but there was no way for me to completely rebuild the shader pipeline, so I lost many hours trying to get shaders to work that just didn’t. I still managed to sneak in some subtle sunrays and found another use for the burn thing. Thankfully, my physics engine stayed robust, even though I misused it several times. It was fun making sound effects with bxfr too.

Sadly, none of my tools were functional, like I had planned. I didn’t know about Ludumdare until the middle of finals week, and my tools were only half finished. In light of the project it is becoming increasingly obvious that I need better object management. Deferring object deletion so it doesn’t cause physics collision problems is so ridiculously commonplace that it needs to be standardized. I’m not totally sure the best way to standardize it though. Possibly through a game object linked list that would keep track of things, but then I kept needing to iterate through different groups. A dynamic set of linked lists that formed groupings (possibly via a skiplist) would be ideal, I think. Theoretically I could also solve the issue by running through the collision list and destroying any collisions that happen to a body being destroyed, but I am not positive about the runtime complexity.

Hopefully next time I will have working tools at my disposal and a more powerful graphics engine will a fully restored shader pipeline and lighting system. Here is the entry for the finished game.

Comments

19. Dec 2011 · 06:43 UTC
I have had this problem with my games as well (deferring object deletion). My favorite way so far is to just mark it for destruction/removal of scope, by keeping track of objects with lists and iterating with for statements. This process has its own method, and is called at the end of every game update. Just my 2cents.

17 hours left, and the engine is done

This took way longer than expected, since we kept wanting to add more. However, now it’s done and my buddy has designed some levels hopefully he will be able to start to implement them soon.

If anyone wants to try it, or dig in to the code. here’s the engine:http://www.mediafire.com/?1amdouaoi9zi7pc

im resting now. bye

(un)finished

SO, I ran out of time so badly, and I can’t even call my final product a game, more like a technical prototype really. It’s filled with bugs, about one minute long to play, and had story and gameplay that made up in about five minutes. Oh wait… it didn’t even have any gameplay XD. Nonetheless, I’m happy that I have something to show, and hoping that I would do better in next LDs. This is certainly a fun experience :)
Here you go:

http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=2178

Well, at least I had a passable art (there’s a bug in the animation tho). There’s a lot of bad planning in my part. Despite having never done the genre before, I attempted to make a quite complex platformer. Finally got stuck in double jump and cloud platform, and the code turn into unmanageable mess. In the middle of the second day I decided to rewrite and redraw the game into something simpler, aka make a fresh new one. It’s a decision that I should have taken earlier. Unfortunately in the remaining time I can’t get very far, what with a lot of time wasted in playtesting and debugging (lot, lot of them).

See you all in another LD!

Comments

GreaseMonkey
19. Dec 2011 · 06:48 UTC
Hey, don’t give up – there’s still time to submit it to the Jam. The Jam also allows you to get people to do some stuff for you, like music for instance.
Randomasta
19. Dec 2011 · 06:52 UTC
wait, why the link didn’t show up? Well I’l just put the link manually.

Don’t worry GreaseMonkey, I do submit something (see my edited post)! No time for the jam unfortunately, had to do my christmas travel today 😛

I Want To Be Alone Post-Mortem

48 hours and one wild ride later, my first ludum dare is finished.  I’m pretty happy with the end result and generally things went pretty smoothly.

Now onto what went wrong:

– My code is a mess: Like the horrifying lovecraftian all consuming elder god kind of mess, it’s covered in global variables, basically everything wrong to do with segmentation, and a lot of ungodly long methods, all sorts of bad practice stuff.

– I am not a musician: I didn’t spend too much time on the sound, but I’m not very happy with the way it turned out, I should have spend much more time learning my sound editing tools before the compo.

– Needed more time for puzzle elements: I’m not happy that basically the only mechanic for puzzle solving is just carrying boxes around, I would have liked it if there were some more interesting changes to the gameplay than ladders (which were quite rushed, and it shows).  Maybe if I had some kind of simple scripting system or something I could have implemented a basic adventure game sort of system, but oh well.

Well that was kind of a downer, now for what went right!

– No problem coming up with an idea for the theme: I came up my idea not 5 seconds after the theme was announced, having an idea in mind from the start definitley saved me time in the long run.

– Pixel art is fun: I really enjoy pixel art, and it makes for a good break from programming, over the past couple years I’ve been working on a pixel art game in my spare time, so I had plenty of practice, and the art went quickly.

– Super crude faked lighting makes the game look so much better: I’m really happy for a suggestion I got to add some basic lighting, it makes the game look a lot better with minimal effort, and plus it adds to the general moodyness to have some harsh shadows.

So what things should I keep in mind for next time?  I should definitely come up with some gameplay elements before diving into programming mechanics.  I need more practice making music and sound effects, because they really help in making a game feel “finished.  Last but not least, I should definitely look into making a personal code library to help keep my code clean by giving me more of a framework to work with.

I’m really looking forward to LD23, and I intend to play and rate every game if at all possible, it’ll be interesting to see what others have come up with.  Good luck to my fellow participants, I look forward to playing everyone’s games.

Tags: postmortem

Postmortem

What went well
Except for some flixel hiccups the coding went very smoothly. Granted, this kind of game isn’t really rocket science.
Art was 80% done in the first hour but the good ole’ 80/20 rule applied big time. Spent way too long animating the characters. This is partly due to that it’s the first time I animated in this top-down perspective.
I am pleased with the end result.
What went worse
My initial idea didn’t work at all. It just wasn’t fun and didn’t convey the feeling I was going for.
So at the end of day 1 I kinda paniced, scrambling for ideas. I think my mind got a bit locked in due to the fact that I had put so much time in the art and basic gameplay. I wasn’t ready to ditch the multiple characters and mechanics. Maybe if I had prototyped using red and blue boxes this wouldn’t have happened…

In the end I turned it around and figured it out. If I had more time I could have put more stuff into the world that told the story and guided the player a bit more. I havn’t user tested this at all, I’m pretty sure that players will give up due to lack of clues.
I should have implemented a simple checkpoint system, playing the same parts over and over again in a game that already has quite a bit of backtracking is not fun at all.

Lessons learned
The combat in the final version is not super awesome but it’s a lot better than it was in the beginning. The turning point was really when I added the little particle effect. It made you feel the impact a lot more. Thinking about it now, I really should have added the same sort of thing when the player got hurt. Deaths kinda feel unfair and random, stronger feedback to when you get hurt would have made this better.
Next time I will try to NOT start with the art until I have a solid grasp on an idea and have basic prototypes. Having someone to bounce ideas off would have helped greatly.

Conclusion
After a weekend of almost non stop solitary game development I’m surprised how eager I am to get started on the next project.
While this was my first Ludum Dare, I have been making games for a while now and I can’t say that I’m getting tired of it in the least.

I love making games.

/Hannes

Couldn’t make the compo, now time for the Jam

Sadly I didn’t manage to finish my game in time last night, so I’m entering myself in the Jam instead as I really wanted to finish off a couple of screens that I didn’t have time to do this morning, and I didn’t want to submit it without them.

With 20 minutes left to go I realised I couldn’t draw out 3/4 menu screens as well as record and put in sound effects.

Which is a shame as I really wanted to get my game finished, but it’s not like entering the Jam is a bad thing at all :) It just means I didn’t manage to complete it in 48 hours, although with the amount of time I spent sleeping over the weekend added to the amount of time I’ll get to work on my entry today, it’ll probably total about 48 hours :)

My entry will probably be submitted later this evening.

Post LD22

 

Well I’ve had some time to think whilst getting the time lapse finished… here’s a short post mortem on my first ever LD48 event!

my entry

What went well:

– The tools I chose all performed well and provided no barriers to getting the game done. I hadn’t done a lot of work with a couple of the tools I used so it was good to get more familiar with them from this process.

– I got the game to a playable state (that said… it doesnt have the gameplay features I originally desired). Touching all the major bases (sound, visuals, code, animation,  fx, music).  I can always work on it again at a later stage and see where it ends up.

– I had fun!

 

What didnt go so well:

– I really had trouble with the theme. My mind keep going to zombie and ‘last man standing’ games but I didnt really want to make one of those. I wasn’t really sure what I wanted to make … I had a game idea in my mind and on paper but it ended up being too complicated to get enough of the core mechanics working well enough to make it fun. I ended up chopping out almost all of the unique little obstacles and traps that I didn’t have time to get right.

– My time management was poor. I got lost in time experimenting on a couple of FX / textures … meh at least it was fun! And I also lost a lot of time to pre-commitments and my little bubba Claire!  I had a work Christmas party on the Saturday night…. doesn’t mix too well with game dev.

– Sleep + eating habits: Next time I’ll be making more time to sleep and follow my usual eating habits rather than disregarding sleep and eating junk at the computer.

– I probably needed to make a game that wasn’t so content driven. An even more abstract and simplified idea would have been better.

 

Summary:

Looking forward to the next one!!! Bring it!

 

Yay! YAE is complete!

My 48 hour game is complete!
Yes this post is a bit late…

Anyhow, the weekend was intense and I did a lot of good and bad things. Best part was that I used the Tiled level editor. Worst part was that I wasted time on my first two game ideas that were uninspiring for me :)

Play my super game here: YAE! You Against Everyone

H.O.P.E – Timelapse

Everybody loves a good timelapse, so here’s the timelapse (24x) of my entry in LD22 H.O.P.E

The source and level files are included, so feel free to hack up some more inventive levels

This was my first entry, but definitely not my last! Good luck everyone!

Tags: java, timelapse

Comments

lorancou
19. Dec 2011 · 09:36 UTC
So you cut the parts where you spoiled time googling for solutions orr figuring out what’s going wrong with you code? No? :) Nice timelapse, I definitely have to check out sfxr, looks clean and simple.

Post LD22

My first Ludum Dare =D

My entry: We Are Alone

I decided to go with procedural generation as I don’t have too much experience with it, and when you’re rushed for time is a great time to learn new things, right?  Apparently right, because I think it worked out pretty well. I’ve ran the generator a lot, and after tweaking it throughout the weekend, I think it’s almost impossible to get an unwinnable level.  Having more time, I could certainly improve it a lot.  Sometimes the four cave doors appear very close together, when ideally they should be spread more evenly throughout the level.  Also if I had more time I would have made the interior of the caves more interesting, I had intended on putting bats or other obstacles in some of them, but that would have taken more time than I had.

What didn’t go so well is the walking animation, it’s… not good.  I probably should have made the six characters less unique and more like a palette swap, then I would have had more time to animate them, but I wasted time giving some of them hats, making one of the characters a small kid etc.  Probably wasn’t necessary. The ending graphics were also incredibly rushed, but I don’t think that is quite as significant as the walking problem…

The Wolf AI is also incredibly basic and it can easily get trapped behind a tree or rock, but as right now, that’s the only way the player can really escape from the wolf without a weapon, so if I had fixed that, I would have had to spend even more time coding a mechanic to escape the wolf somehow…

Overall I am pretty pleased with this and will try to create something really good with procedural generation in the future now that I have had a little experience with it =)

 

 

Comments

kylerhoades
20. Dec 2011 · 10:08 UTC
Hey. This game is awesome. It had a seriously creepy atmosphere. Just as good as watching a horror movie. Very well done.

Someone To Love is finished! First thoughts!

Hey guys!

I managed to finish my game, Someone To Love. Timelapse is on the way, as well as a decent post mortem, but I thought I’ll share some first thoughts, fresh from my crazy mind, after about 5 hours of sleep.

Read more below.

Things I hate about my game:

Code. During last day, especially hours just before submitting my entry, I hacked up everything, everywhere, in almost every possible way. Game model architecture? Say, what?!

Level design. Learning Flixel, TweenMax, FlixelPowerTools from scratch was enough. DAME editor was just too much, and it’s fairly complicated for a first-time use. In the end, I just used paint with black pixels being solid.

Late gameplay design. I started programming in a general platformerish direction, but quickly this became a problem, when I figured I actually want to have some simple (4-color) pixelart and a storyline engine. Now I kinda think the platforming part of the game breaks the mood. Should’ve gone with “art game” or “interactive non-game” category.

Things I love about my game:

Simple art. Again, I’m quite amazed with my mad animation skills. This time it was even better than during last LD48, because I already knew what I am capable of and tried to minimize the amount of work needed to have decent graphics. All sprites are very small, around 10x10px, mostly white pixels. Colouring is achieved by changing camera’s color in Flixel. It’s a very, very, very simple effect, but it’s the kind of mood I was looking for. Btw. Graphics Gale = AWESOMENESS.

Music (Wolfram Tones, Audacity) & Sound (bfxr). I mean, there are two sounds in the game: scratching sound and background music, which are almost exactly what I was aiming for.

I’m done

For me Ludum Dare Jam is over.

Unfortunately, I did not have time to do what I wanted. It’s only three evidences in the game (well, I wanted 6-8)

However, it was really fun.

Entry

Post Mortem

Haha, game-related puns.

At any rate, LD22 was a blast for me. I was really excited and it turned out pretty well.

You can play the game here: click me!

What went well:

– Once I got my idea started, the gameplay rolled out pretty quickly. From there on, it was mostly making new levels and enemies. I wasn’t planning to make them all skeletons, but it sure made artwork a lot more easy; besides, skellies are epic.

– Lighting effects are always fun to do. This time even moreso because I didn’t need them to be high-res; I just made squared lighting and it turned out pretty neat-looking.

– The artwork went amazingly well, considering the fact that I didn’t think I could do graphics. Apparently, making 16×16 pixelart and then just scaling to 32×32 works great for me. And I could even write it off to being retro-ish graphics.

– I had an awesome weekend.

What went worse:

– I was thinking about recording and then mangling my voice to do the skeleton’s growls and boss’s voice, but my microphone was broken. Maybe I should have tested all my equipment beforehand.

– My keyboard was unstable and it annoyed me.

 

Other than that, nothing really. I am really pleased with my game and actually got everything finished in time.

I hope you enjoyed your LD as well. See you next time.

 

Soitude 76 – Debriefing

So what went well?

-Library, the prometheus code re-write yielded far less bugs than any previous entry as well as no run-time dll-hells

-Game concept, keeping it simple as a major plus

-Learning, the games architecture is as close to quick ‘n dirty as I’d care to get – but it worked

-Time management, everything finished with around 2 hours to spare – not 4 hours like LD20 or 3 minutes like LD21!

 

What went not so well:

-Lack of native prometheus audio support, the bindings for OpenAL are dodgy at best!

-PNG loader is [very] buggy… Luckily the TGA loader is outstanding!

-Hours 0-24 writing 50 lines of code due to being AFK almost the entire time!

 

On the whole I’d have to give Solitude-76 my ‘best LD entry by me so far’ award. It was much closer to the sweetspot than any other entry without compromising too much on any area… But then again, this is my biased opinion – only time and the ratings will tell!

Moving along nicely!

Aiming and jetpacking around is great, got the main tiles done, player fully animated (for now) and behold! aliens!

To do:

Particle system, multiple guns, map the cave and populate it, add meaningless greeble and flavor tiles. AI.

I’ll have SOMETHING done but I doubt I’ll finish what I set out to do. That’s fine with me.

7

This entry was posted on Monday, December 19th, 2011 at 9:41 am and is filed under LD #22. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Volcanox

Although I finished this yesterday at the deadline, I’m posting it now because the site isn’t (as) super laggy.

Proudly presenting Volcanox:

About

Volcanox is platformer that takes place on a distant planet, coded entirely in my own programming language. Our hero is stranded alone with a volcano in his path, and he must find a way out! There’s only one level and enemy, but it’s a fairly long level and the enemies are annoyingly hard. So plenty of replay value. There is an end for those brave enough to get there. It also times you, so you can share results with your friends.

I put up a small homepage for the game as well, so it’s not lost in this blog.

Install directions

Windows:

Extract and run the executable: volcanox.zip

Other Platforms:

Install the LÖVE game engine as directed on their site. Download the .love file, and open it with the game engine.

Source

The source is hosted on GitHub.

Issues

After speaking to some Windows players (after the deadline) I’ve found out that some of them have a problem with moving, where one direction is faster than the other. I also have heard of an issue where the sound effects break after playing initially. I was unable to reproduce any of these problems on my development machine (linux) so my apologies to those who encounter these problems during their playthrough.

Tags: final, finished, Love, LÖVE-PARTY, love2d, screenshot

Pass…

Yea, I give in.

I’ve attempted a few different ideas, but all I can get is a tenuous link with the theme at best. It just hasn’t gripped me as well as previous ones have.
Additionally, I have been running about a bit doing other things, so my head just hasn’t quite been in it.

That said, I did come up with a few more interesting designs to have a look at later on, and I’ve added some more code to my base framework so it’s definitely not been a waste! Just I don’t have anything near playable to actually submit, and don’t feel strongly enough with the theme, or with anything I have, to grind the rest of the day to get something done.

There’s always next time for Kittens or Evolution to finally win 😉

Obligatory Timelapse and post-mortem

Timelapse
LD22 Stardrive Timelapse

What went well
I had fun, the game got pretty much finished, all my software and tools worked (especially dropbox, really saved me when the power cut hit).
What went worse
Prior commitments on the Saturday, a power cut on the Sunday…
Only doing a total of 14 hours work in the 48 hours…
Lessons learned
You won’t wake up on the Monday morning.
LD48 is HARD.
Conclusion
I think I did quite well, but we’ll see!
Link to Entry
My Entry

Tags: postmortem, timelapse

Time lapse and post-mortem

First things first, I made two separate time lapses for the two days, because I scrapped all the work from the first day so it’s fairly irrelevant.

First day: http://www.youtube.com/watch?v=sosMxT4hCq0

Second day: http://www.youtube.com/watch?v=618xpEi5rvM

As for the post mortem, it’s fairly obvious what went wrong, I wasted the entire first day. In future I think to do well I really need to think through my ideas more fully in advance to make sure they’re both good ideas and ones that I can reasonably do in the time I’ve got. Had I started with the work I’d done on the second day I would have been able to add both nicer art and the only missing feature: moving enemies that have to be killed with kittens. Secondly I need to realize that when I’m doing Ludum Dare it means putting aside the whole weekend, not just several hours a day. If you watch both timelapses you can see there’s huge amounts of time just sat in front of IRC or the the code with no changes happening. This is usually because I’ve gone and started watching TV or something, which really doesn’t help my goals.

What went well? I learnt how to use the allegro_image addon, I actually got some working code written in a library I’ve been neglecting pretty much since the last LD and perhaps the most important thing from my point of view, on the second day I was far more efficient than I was at the last LD, or usually am anyway. If I can keep up that rate of work across two days in future I think I can make a pretty serious game next time.

(Windows build should be done by evening today for any who are interested).

 

 

 

 

 

Tags: timelapse

Comments

19. Dec 2011 · 11:39 UTC
May I ask which tool have you used for creating the time lapse video?

Crawl the Dungeon Post-Mortem

I had a lot of fun working on my entry! This has been my third of many Ludum Dares. Working on Crawl the Dungeon was a lot of fun, even though I had to scrap many wanted features because of time constraints. Anyway, here are my what-went-right’s and what-went-wrongs

What went right

7 hours before it started, I started working on a quick and simple level editor. It has helped me out immensely, even though I only have 1 actual map. There were some issues with the original release (it repainted way too often, which took a lot of time) but with a few small tweaks, that was fixed. In any case, it made changing and adding levels extremely easy.

My game content, while very basic and ugly, is completely generated from a single XML file, allowing me (or anyone, including you! Right now!) to edit different entities on the fly. Using it saves a lot of time when adding new content.

My code is decently structured, and while in the last few hours I had to do a bunch of dirty fixes, it still is relatively clean compared to my last LD games. Which is nice.

What went wrong

Time. I had to do things on sunday, subtracting about 9 hours of time. Because of that and the features I had planned, I had to scrap a lot of them and even rush a lot of simple things. Graphics are terrible placeholders, there is no sound, there’s only 1 map, no story, and regarding gameplay mechanics, I still wanted to add armor, explosive projectiles, and a bunch of other things like item shops. And the original plan was to add a party system as well. I don’t think I would’ve made all that with the extra 9 hours, but still, it would give me a lot more time to polish things up into a bigger game with more content and features.

Working on the cool content generator took a while. In the long run, it would save me a lot of time when adding new monsters, items, and stuff. But sadly, there is no long run in 48 hours :D. While it’s a very nice system, I wonder if it was worth it. But that’s hindsight, and because it’s there, I might even continue working on my game for a while longer.

Most of my graphics are 1-minute paint jobs, and it shows. 😀 I’m really sad that I didn’t add any sound or music, though. Oh well.

Conclusion

Awesome Ludum Dare. Sadly I didn’t use the theme in the way that I wanted because I ran out of time, but I had a lot of fun as always, and the 3 AM deadline is the best and most exciting deadline ever.

Engine from LD used in an actual game

Way back when before LD#19 I decided to build a game engine for doing LDs quicker and better. I had not actually done an LD to that point, but I knew that my speed in C++ coding wasn’t going to get me working quick enough. I started building an engine in Lua so that I could code super quick. The reason that I didn’t just use Love2d is because I wanted to be able to easily port my games to iOS, and at that point love2d didn’t support iOS. I called it blud as a tribute to love. Seemed opposite and the same in some ways.

So the first game was soundman stepper, and it was super fun to build! Lua is awesome to work in, super fast, the entire reference for it fits on three pages.

After that compo, I realized that you really need to enter flash games to have a small chance of your games being played, so I switched over to AS3, and learned enough of flixel to get by. In the meantime I kept developing blud, and started borrowing more and more features from flixel into the framework. For mini28 I did a game for iphone called pyoing, and released it on the app store the next day.

Pyoing

I kept developing blud, and for LD21 I did a game called martin vs monty. That one is yet to be released on the app store, but hopefully I will get back to it and polish it up and such.

In between these things, I actually started getting paid for being a game developer. The first fruit of these labors has finally popped out. I am still using the code that I developed during and for LD to some extent, and the lessons that I learned during LD to a large extent.

Pugs luv beats is a music composition game, and it is available for the iphone and the ipad. If you want to read some superlatives, you are going to have to go elsewhere, because I am not too good at writing them myself. Luckily create digital music did a nice writeup of the audio side of things.

Tags: post-compo

Vestige Post Mortem

Hey guys, this is my first time taking part in Ludum Dare and I am determined that it wont be my last.

I had heaps of fun seeing what I could pull out of my butt in just 2 days, and although I was definitely a little too ambitious for my own good, I got lucky and everything worked out great in the end (except for the ‘no sleep’ thing…).

Vestige is a frantic 3D shooter made in Unity with C#; Here’s a quick video I shot right after I entered it showing off how it plays:

Vestige Gameplay with me waffling over it

What went right:

+The game idea was able to be prototyped very quickly and was every bit as fun as I had imagined (maybe even more so :D)

+Randomly generated levels with definable parameters; This was a risky, potentially time costly move, but in the end it worked out great and provides a lot of replay value to the game. They look a little samey, but it sure beats hand crafting a ton of levels.

+Unity. Plain and simple. Unity gave me a lot of tools to work with that allowed me to focus on game design rather than code design.

+Dropping some of my planned enemies was the right move as the turrets in the game provide just the right kind of challenge to make it really fun. I only wished I hadn’t wasted several hours working on them :)

Randomly generated levels can look a bit bland, but the action more than makes up for that and it sure beats doing it manually

What went wrong:

– Poor time management skills and family obligations meant that a large portion of the work had to be done in an unexpected 14 hour mad crunch at the very end, finishing with about an hour and a half to spare, but no energy left to do anything with the time.

-No sound… This game would DEFINITELY benefit a lot from even just a few core SFX, but I ran out of time before I could implement them.

-Planned story mode cut, making the link to the competition’s theme quite dubious… It can’t be helped, but I hate that it may seem that this is just another random game that uses some really loose dodgy explanation to justify its relevance to the comp when the theme itself was integral in the initial development of the idea. (You were supposed to be the last of your species, taking your hi=tech craft to deliver some hot lasery vengeance to the villains that wiped out your people and doomed you to extinction)

The over the top intense action seems a little muted by the absence of SFX... :(

Overall I couldn’t be any happier with my entry (despite the aforementioned problems), and now I can’t help but want to expand it and flesh it out into a salable game.

I really had a lot of fun, and I look forward to rating some games tomorrow when I wake up after 1 VERY VERY long nap.

You can grab a copy to play here: Vestige download link

Journals broken?

Hey LD guys, have you noticed that as well? I started voting, but when I click on ‘View xxxx’s journal’ I get this link

http://www.ludumdare.com/compo/category/ld-22/?author_name=

when I add the name of the LDer to it, it works sometimes, but sometimes it won’t as well (probably because that LDer didn’t write anything). Fix it, pretty please (ö.ö)?

Flod Embarks

My submission for LD 22 is Flod Embarks. You are a little robot with the strange name Fraxtol Flod-Pirno S’nint. You’re lonely and very cute. Somehow you ended up in a part of space that appears most lonely. But can it be true? Are you all alone out here? *sigh* You gather all your courage and board your old spaceship to explore all these thousands of sparkling planets in the hope of finding some cute friends for yourself, somewhere.

There’s not really much to the “game”, but at least it is in its own way something like a complete package… Adding more stuff, I could turn this into a real story based rpg, or procedurally generated rpg. I started very late because of various reasons, one being me not having any ideas. At some point I just started with my half idea and just embarked on this mission to find out where it will take me. With not much of a story or gameplay in mind, only the basic mechanic of flying to planets and visiting them, I tried to put a proper dose of cute into it, at least.

Tags: easter-egg, kitten-challenge

My game in retrospect

So I finished my game. That’s good. What else was good? What wasn’t? Read on.

When the theme was announced, I was asleep. That’s probably good, you shouldn’t be too tired. After reading the theme, I had a couple of ideas. Those were mostly settings though, no game designs. Maybe I should’ve picked one and thought of a game around it.

So when I couldn’t really think of a game I would’ve liked to make, I just started coding with no idea where I was going. Well, that’s not completely true – I knew I wanted something 2D with Physics (at least collision etc.) so I went for SFML and Box2D. I thought I might make something where you explore a world in a top-down perspective, not encountering anyone, feeling alone.

I previously often used text editors to create levels – I knew I didn’t want that, it’s tedious and once you make enough levels, creating a level editor is faster. Ingame editing seemed like a nice thing so it was just a matter of giving all my classes Serialize/Deserialize functionality and adding an Edit Mode in which various tools can be used to edit the level. (I really shouldn’t have created a new class for each tool though, function pointers would’ve worked just as good.)

The first thing I added were rectangles and the ability to place them in the level. The first visible thing anyway. Unfortunately you have to code pretty much before you have any visible progress when starting from scratch. Visual progress motivates, so having none is kinda bad.

So when it came to gameplay I took the easy path and went for a Super Meat Boyish platformer. Not innovative or anything, but I’ve never actually done a platformer before so it at least was something new to me.

And when it came to art… oh, right, it never came to art. I have colored rectangles. Which I don’t really mind – I won’t win the best graphics award, but it allowed me to focus on what’s important to me – coding. I’m not too good at art anyway. Well, I’m okay, I suppose. Art… I’ll come back to that in a moment.

As far as sounds go – well, I slapped on some bfxr effects for good measure, and it does make the game better, but I’m lacking music. I tried recording some but neither did it turn out well nor would it have fit the game I ended up making. I also tried recording some rain. Somehow I even managed to screw that up. I wouldn’t’ve had use for it anyway though.

So what have I learned?

  • Clean code/good archticture pays off. Two hours or so prior to the deadline I decided to add movable crates and was done within about 30 minutes – without any dirty hacks. (Sure, there are a couple of bad things in my code, but for the most part I’m quite happy with it.)
  • Creating stuff that would usually be part of an engine takes a lot of time – using a premade engine is advised if I want to focus on an actual game. I don’t mind learning about the kind of coding that does into an engine though.
  • Terraria is fun, but time consuming. I did defeat the Wall of Flesh though! :)
  • After staying up until 4 am you won’t be able to sleep until 12 am – the phone will ring at least twice.
  • A level editor is useful, but creating levels is still quite some work. I might want to look into procedural generation.
  • Probably more I can’t remember right now. Wait, does that mean I didn’t learn it?
  • We need a mfxr for music.
  • We need a gfxr for graphics/art.

About that gfxr – that’s possible, isn’t it? Actually, I’m pretty sure anything humans can do can be done by computers because in the end we follow physical laws that could be programmed into a computer and should lead to the same results (yep, I’m a determinist), but is it realistically possible for us to create such a program at this point?

I’m not talking about mix & matching different torsos/legs/heads or something like that, that wouldn’t be allowed in the compo, it needs to be completely procedurally generated. I’d kinda like to try that, but I already have multiple projects which should be finished first. May look into this later, we’ll see.

I’m looking forward to the next (mini) Ludum Dare, it’s when I get most stuff done.

KhaoTom’s LD22 Postmortem

This was my first entry into the Ludum Dare 48 hour compo. It was a blast and I learned a lot.

My LD22 Entry.

 

What went right:

  1. Warmup – I put down Skyrim for a bit and spent the week prior re-familiarizing myself with Blender and Unity. I made a warmup game. I don’t think i could have made as much progress on my official entry had I not taken this step. So I actually made two games this week, which is darn impressive if you knew my track record.
  2. Unity – A love working with Unity. I lack the experience and speed to effectively write an engine of my own in so short a time. Unity allowed me to experiment and prototype quickly, and my entry came out not looking too terrible. highly recommend!
  3. Planetary texture generation tools – Google search to the rescue! These saved me a bunch of time.

What went wrong:

  1. Overthinking – I spent 6 hours thinking of what to do the first night. What I should have done, was just open up Unity and start experimenting. The game I ended up making came purely out of experimenting in Unity, and had I just sat down and started earlier, I would have had 6 more hours!
  2. Overtweaking- spent too much time tweaking some visuals that could have better been spent adding more valuable content, like improving the solar system generation code.
  3. Undersleeping – I didn’t sleep enough, and was definitely feeling it in the final hours. Coding was slower, and i lost track of what I was trying to do.

All in all, I’m satisfied with the progress I made, and the amount of experience I’ve gained. I’m more motivated than ever to continue practicing game development, and working towards making this a true profession.

 

Tags: postmortem

First game, first Ludum Dare, successful! The Lonely Gun – Post Mortem

Yes, those cubes are 3d.

I finally completed my first ever game in time for submission in my first Ludum Dare! I had a ton of fun programming this with C++, which my parents find very strange but encourage it. The game is extremely basic in it gameplay and graphics, with no audio whatsoever, and is based around my “gun that fires lonelyness” concept. I didn’t bother to try and plan it any further than it got, because I knew I would 100% not be able to do any more – which proved to be true, as I ended up packaging it 10 minutes before the end without realizing there was a submission hour.

The Lonely Gun (please rate if you have a few seconds!): http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=8539

What went well

Thankfully, unlike my other 10%-finished-projects, there were no major issues that prevented me from progressing. Then again, I would have done something very special to have made a huge bug with the game.  I was very pleased to have created okayish GUIs, and the gameplay matched what I had in mind (except for tweaks – below). Time management was mostly not an issue, as I focused on getting the game functionality working without adding any graphics whatsoever except for the same “ogrehead” premade mesh for everything.

My code wasn’t badly structured, but progressively got worse as I rushed to finish it, but is was mostly efficient by the end product, and I learned a lot about what is efficient and how to code while making this. Also, I learned a huge amount about std and Ogre3d libraries, so next time I will be better prepared. I am going to start learning a 2d graphics engine, probably sfml, as they might be a better thing to start with instead of 3d.

What could have gone better

Obviously if I had known a 2d engine (or had any amount of experience in one – I didn’t “know” the 3d engine I used) the graphics would have been better, but I didn’t expect my graphics to be just coloured cubes. That was a major downside, but not one I could easily avoid. I really, really should have had a longer testing period – I did not know how easy/hard the game would be until the last 30 mins or so, where I quickly asked people to test it and changed it from being too easy to too hard to almost too hard. Because of the issues with the graphics, I had no time to add sound, which won’t help in the rating :(

I have a huge video of the computer screen while making this – I use this way of saying it because it also recorded breaks for games and such, on the computer. You will be able to see my league of legends prowess :) It will be uploaded and put on this page once it has saved, which takes a while, even with my computer (it’s better than yours).

 

I’m hoping to enter the next one, where I will make a much more fun (2d) game and be much better prepared.  I have loads of fun making it, and am seriously looking forward to programming again tomorrow!

 

 

 

 

 

 

 

 

Speed to Freedom Post Mortem

Well, halfway through Monday and I’m still awake. That has to be some sort of accomplishment, right?

Anyway, I’m really proud of my first ever entry to Ludum Dare. It turned out 95% from what I had in mind. I had actually thought about the tunnel racer idea and setting a week prior already, and figured it’s something that scopes well into a 48h limit. And then the theme – although pretty bland, I could fit it right into my story…

Post mortem specifically:

Good Bits

  • I used my very familiar tools for art and development. So mostly things went very smoothly with only one or two re-dos or revisions on assets.
  • I used some of the XNA 4.0 features which I’ve never touched before, like the default XML pipeline. It worked out brilliantly and I didn’t need to write an editor or content combiners.
  • Having had the setting (mood, visual style etc) in my head for a week prior meant no time spent on paper or concept prototyping.
  • In-person meet up and dev sessions with the rest of the Cape Town dev community proved to be a lot of fun.
Bad Bits
  • I initially used geometery generation for the tunnel itself (excluding obstacles) and initial implementation wasted a lot of time due to a bug in the VertexBuffer data calls. Debugging that was a whole morning. Eventually I ditched it and went for a static pre modeled solution with UV coordinate updates which took like 5 minutes to implement… Doh!
  • Sound. Just… sound..
  • Lack of play testing – I had to make a change to the random generator after initial submission. It generated impossible situations too often.
  • Speed-painting the title/background and story screens. I suck at speed painting, but it had to be done.
Overall I had a blast and will join the next one without doubt. Link to download the game is here : http://www.ludumdare.com/compo/ludum-dare-22/?action=rate&uid=8138

Feature cutting time.

This is our latest build:

http://www.monkeydev.com/unity/ld22/index.html

Many of our features are still unimplemented. It is time to focus on making this a game.

It’s coming along very nicely!

My buddy’s now creating the levels and the engine is done. a few tweaks will be needed but that’ll be after the levels are made. i can’t wait to play this, and i can’t wait for you to ever
ollz

Leave Me Alone!!! Post-mortem

==What went right==

-I really liked my idea (a boy that wants to stay alone playing his video game while everyone tries to disturb him)

-I managed to finish my first 3D playable game using an engine I’d never used (Unity)

-Made the art with my own voxel tool (Paint3D) and it looks kinda cool and old-school. And it took very little time!

-I learned *a lot* (specially Unity and 3D game making)

-Had a good time on a rainy weekend 😛

==What went wrong==

-Lots of other games with the same name (700 games is way more than I expected), at least I haven’t seen one with the same idea yet.

-RIGGING – lost 3 out of about 13h trying to rig a character voxelled on Paint3D. This is not something you “learn” over an afternoon. Had to give up on animations.

-As always I decide to use something I’d never used before and got only about 13h working on my game. It’s good to learn something new but I reeeeally need to change this on the next compo 😉

-The game isn’t 10% of what I intended it to be – it should’ve been funny with several “enemies” with different behaviours (mom, dog, little sister, neighbours, guitar player, aliens), dialogs, music and realistic recorded can-hit sounds. Right now it’s just a barely playable one enemy shoot-em-up.

Lighthouse Keeper timelapse

Hey, heres the timelapse for my game. I’ll probably write a postmortem later today or maybe tomorrow.

Tags: timelapse

Third Time is…. NOT a Charm

Kinda didn’t expect to finish, but got a good bit done, fixed a few annoying bugs with the engine and added a feature or two. Feel kinda bad because I went into this as a Jam with NeonLare and he was really hoping to get something done. I think we both have a habit of thinking a bit too large. Also didn’t help that I had other things to do this weekend and pretty much all my work was done from a hard wooden chair with my computer set up on a dinner table… next to a TV with annoying Christmas specials playing all day. Anyways… enough with the bad 😉

Still had a lot of fun with this. Finally got a chance to actually use my character controller which seems to be working pretty well. Forgot about a few handy function I’d added to the engine until later, and unfortunately wasted my time with some other ways of trying to accomplish the same things. I still seem to have some bugs with my boolean logic (specifically with short-circuiting… I think that’s the term anywys), and ended up laying my code out differently to avoid using the operators. Most of the code functioned pretty well though.

 

Some sort of tribute to Zelda

The world-building could have gone a lot faster if I’d actually had my cogblock system and scene editor working how I wanted. I unfortunately wasted a good bit of time arguing about textures. The first batch we were going to use had a filter applied to them, which didn’t really fit the retro style. Ended up using them without the filters applied, and it looked pretty good. NeonLare sent me a number of different textures to use, though, and the way I was putting the level geometry together wasn’t allowing me to apply the individual textures easily. Again, if I’d had cogblocks working correctly, I probably could have just handed the whole level building portion over to him.

 

The heroine of our game here, Zoe, was based off a sketch by a friend of NeonLare. She’s a bit miscolored here because of how the face texture was applied. It’s basically multiplying her base skin color over the whole mesh. Ran into some issues with animation, mostly on account of the way the new version of Blender stores actions. Didn’t realize it was tossing out our animations if we hadn’t marked a fake user. NeonLare was… just a little pissed about that after losing probably over a dozen full animations.

 

He's ready to totally ruin your day

Though we had a lot more planned… skeletons were pretty much the last thing that got added in here. Ironically… they’re able to attack and kill the player.. but the player wasn’t able to attack back yet. She COULD swing her sword at least. I’d be working on this today seeing if I could wrap things up, but it’s Monday and that means back to work.

All in all had fun with this, and essentially have an engine going now that I can hand over to NeonLare and let him go crazy with. Good job to all those that you know… actually finished stuff (inlcuding NeonLare’s side entry!) and see you again next time!

 

Alone in the city: Postmortem

Just some random thoughts about my entry, called Alone in the City:

General Thoughts

As always, I couldnt add enought gameplay, I’m a graphics programmer and I always end up expending too much adding support to features that only give eye candy. I wanted to have everything configurable from an XML file and that took me too much time. At least I hope I will reuse this in the future for other games.

First of all I have to say that my girlfriend Anna helped me to make this game, not only with his vital lovely support, also proposing ideas and creating most of the art you can see in the game. She is not “fluent” in pixel art but right now she is starting to get pretty good. I don’t how much this goes against the rules of the game, in any case, I didnt wanted to bother anyone, we were preparing for the event the whole month and discovered that it was a solo compo right when we started, so we just went on with it. In our defense I will say that we started the game on Saturday evening, and that most of the time we employed on arguing against each other.

The theme of the game was just a random exploration of ideas, she wanted to be more classical and I pushed her to do more crazy ideas instead of the classical games of jumping on top of the enemies. At the end we found this silly game concept of hoarding food from a pseudo-post-apocaliptic city (based on Barcelona).

About Coding

I reused the old framework I did for the Global Gamejam, it is based on Flixel which for this kind of projects is always my favourite choice.

I love how Adam Atomic decided to “rethink” the Flash API to keep it as simple and powerful as possible, sometimes too simple though. I encourage the people who wants to make online games to start with Flixel, you don’t need to know Flash, indeed most of the things you learn from Flixel are useless if you want to develop a common flash app because he just ignored the API and created his own. It helps to get you focused on the game.

I also put lot of effort on having a huge XML file with all the information of the game (map info, characters, vars, triggers, etc) so I can fine tune the game without recompiling it.

It feels great when you find a way to create a new game mechaning without changing a single line of code.

About the Art

I wanted to have lots of layers with parallax for the lanscape of the city, the problem is that you have to design the level from an XML file which is annoying and slow, so at the end Anna was just creating a single image for the whole map.

Example for the main street

The lighting was put on top as a Multiply layer, I like to do that so I can control the overall illumination parametrically, I love to over use the blending options. If an engine doesnt have blending modes then I wont use it.

+=

I also added some gaussian sprites to create the light halo around the lamps, but because the halos are on top of the light image, the effects is not perfect. The good solution would be to sum all the lights on a bitmap (ala RenderToTexture) and apply it on top, I will try to do that on the next compo (I hope flixel allows me to do that).

I wanted to play with different light images to switch between day and night, but there was no time. Indeed it wont be hard to have a night/day cycle using the assets the way they are now, but it was just eye candy so the idea was rejected.

But talking about the art of the game is talking about the amazing work of Anna and her skills placing one pixel at a time. Her main influences were the Super Bros S&S and some old school games I showed to her, and she was pleased to mimic those hard styles without hesitation.

She even made more animations and locations that didnt end up on the game.

Gameplay

We wanted to have a map to explore where you can stumble upon threats, but I didnt know how to code them in a clean way so at the end I implemented some basic behaviours.

I had three types of character behaviour for the NPCs, the follower (follows you around), the wanderer (walks randomly around the map) and the stalker (tries to get close to you and avoids eye-contact).

I like how some lines of code could add so much personality to a character. Sadly I didnt went too deep in this part.

Anna wanted to put effort on a clear interface, so the game mechanics would be clear from the beginning, but I like to leave those aspect to the imagination or the trial-error approach, I find it more thrilling to play without knowing.

Conclusions

I can’t say I have learn a lot from this compo, because I have made the same mistakes, but I like to use this compos to explore ideas rather than create a generic game. I think that Im getting closer to finish a game in a compo…

Anyway, I plant to keep developing this game for a while with the help of Anna, I think that if we explore a little bit more the narrative in the game we can find something interesting.

Cheers!

Freerunner Post-Mortem

This Ludum Dare went much better than the last. I finished this year with hours to spare, last year, I was very close to the deadline. I think it was because I was more experienced this time. Now about this Ludum Dare:

The Good Bits:

  • The idea worked well
  • No major blocking bugs
  • Random level generation saved me a lot of time
  • The orange graphics for obstacles. This was inspired by mirrors edge and I think the bright colour in my otherwise quite dark, grey game really worked.
  • Visual Studio 11. Once I got it fixed, it was a dream to work with. The intellisense is so much better now. Besides that I’ve always liked how Visual Studio has worked, it’s clean and very usable.
  • SFML. As before I used SFML for my game. This means, theoretically, it will also compile under Linux and OS X. Alongside that it made development easy and handled much of the boilerplate code for me.
The Bad Bits:
  • No soundtrack, I’m not good with music
  • Albeit random generation saved me time it makes it very hard to control the difficult. So much so that currently, I believe there are still certain times when a move is impossible.
  • Mixed graphical style. About half way through day 1 I completely redid the graphics however some things from the old style remain. Things such as the scaled low resolution graphics and also the basic stick-figure player sprite.
  • Chronolapse, or more specifically mencoder. Turns out mencoder doesn’t like 2560×1024 graphics. I ended up spending about an hour on the first day finding this out just so I could post the timelapse.
  • Getting addicted to your own game. I ended up playing my game more on the second day than developing it. Although I didn’t have anything major to have there were things I could have added.

Post Mortem

Overall I’m very happy with my game. Not because it’s the best game ever, but because I finished it and it’s playable. I even managed to cram in a bonus if you keep playing.

 

 

My original idea was a sort of rouge like where you moved between connected battle areas trying to kill everyone in the world. I was going to have rooms connected with single directional paths so I could add some puzzle element. The world would have had a set number of bad guys in the world + a set number of allies.

When you leveled, one of your allies would turn against you (you are trying to destroy the world so you can be alone.) and you would have a 1-on-1 fight with them. If you won, you got their power.

 

I spent a few hours on the game design. Then almost 7 hours trying to make the game over world in pure html/css/javascript. Unfortunatlly I kept running into issues and I didn’t have anything to show for it!

So 3pm Saturday I took my girl friend to work and sat in Starbucks (where she works) until 11:30pm working on the game. I decided to throw out the over view stuff and switch to ImpactJS for my game engine. I made a ToDo list that just focuced on making an old school RPG battle screen with the player on the left and the bad guys on the right.

 

 

The menu was hard coded, no matter what you picked, the player would attack. The bad guys could not attack you back. And the selector icon would jump around the screen. But it looked like a game.

My next focus was on letting the bad guys attack back and trying to make the menu system pull from a move list. The idea was that as you played new special abilities would be unlocked. With the global move list, the bad guys now could attack back. I gave everyone a strength property that is random and renamed attack to “Punch”. Now there was some variety between game plays.

 

You would die, a lot. But I always intended for you to have help from allies (that you would later kill.) I came to a turning point in the game design. I didn’t have enough time to create the over world (because I had to throw the old one out.) or add allies.

I let my girlfrind play test it and asked her which way I should go. She voted for allies, the game was just too hard without them.

 

 

I added text to show health, and removed the still non-working inventory option. I added two special moves, a kick that was just a plus to punch, and a round house kick that was an instant kill. I added in special points so you could go a kick 3 times, or one round house kick each game.

I had to redesign the main game loop so all allies would attack, then all bad guys. I also made it so bad guys will always attack allies before they attack you. Since my first ally is ice man, I added the Ice Beam special attack. Ice man always uses the Ice beam, bad guys still always punch.

 

 

I added winning and loosing screens and improved the background image. I ended up with 5 different backgrounds. Three of the stone dungions that are just colored differently, an ice room and a fire room.

The game was basically working. Everyone could attack and die. The player could win and loose. And randomly the game would lock up and throw a bunch of errors and crash.

I was quickly running out of time. So I decided to ignore the bug because it didn’t happen very often, and improve the bad guys. The new images where made and my cat was turned into a cat/xmas tree because, uh … because I said so, that’s why. (and cats are freakin hard!) With some play testing I reduced the number of allies down to one at a time (picked randomly) and changed the number of bad guys to be random between 2 and 4.

I made a quick title screen and threw up some story text. And the game was done!

 

Almost. I had two hours left. So I dove into the code to find that pesky crashing bug. When the bad guys had finished their turn, if there was only a single bad guy left on the screen, he could take a second turn without checking if the person he was attacking was still alive. If he attacked someone that was killed, the game would crash. Bug fixed.

I made last minute balance changes, and added in a played counter. I still had the Ice Blast and Fire Blast attacks in the game, but no way for the user to every get them. So I descided to use the play counter. If you play enough games, the powers will unlock and you will get more than one ally at once.

It’s been a long 48hrs. I’m glad it’s over, but I had a blast doing it. I’m hoping for some good feedback, if people generally like it, I might go back and try to add some of the dropped features after the judging.

Thanks for reading!

Erasum Post-mortem

Bye bye :)

Man-o-man my first entry in LD and it was one hell of a ride.
I did the most I could do in between the interruptions and think it came out pretty good.
Talking with friends gave me really cool idea’s for the game (exploding kittens).
I had a lot of fun creating the music, the graphics and recording the sound effects,
which I’ve never done all that much for a game before.

Check my platformer out over at My Entry

What went right
Creating the content, which I didn’t expect at all!
I didn’t know about music/SFX content generators but now I do thanks to a friend (Frib)
who has competed in LD before. I also expected a lot more stress
from LD, but it was more fun than stressful!
Also implementing a lot of ideas like bouncy balls and spikes went better than expected.

What went wrong
Physics and collision, it just works so borky (omg, I googled it, it’s a real word).
It has something to do with rounding integers from rectangles and I just made a really
dirty fix around it. I also wanted to make more levels but I had other things to do this
weekend and that really limited me from creating more content.

Lessons learned
Maybe use a physics engine, or some sort of small physics engine for tiled games
I could create before entering? Also, I learned that I’m half decent, well better than expected anyway, at creating music and sound effects!
It was really fun to do and I can see myself doing that again for other games.
I think the next game I’ll make for LD is gonna be a bit more basic though,
I don’t wanna waste so much time on physics anymore.

Conclusion
Ludum Dare is a real lot of fun and I should get my other
game developing friends involved into this fun competition.
Which I will, next Ludum Dare. We’ll probably enter a Jam
(and maybe a little game for the Compo? :) ).

Btw 3 a.m. as a deadline is the best.

Tags: erasum, post-mortem, postmortem

Screenlapse is up

First two hours is missing but I was only looking at irc to make myself feel better that I wasn’t the only one struggling with the theme.

That is all…

 

Comments

NiceAlexanderAS
19. Dec 2011 · 12:41 UTC
I uplode a video to youtube but it gets like a distortion … i used chronolapse… any ideas?

I didn’t http://

I didn’t http:// before adding the play link to my game, so the link didn’t show up at all! it’s fixed now. I would have spotted it earlier but ‘the pages are cached’

http://software.o-o.ro/ld22/index.html

and the rating page: http://www.ludumdare.com/compo/ludum-dare-22/?action=rate&uid=5432

Sorry about that to anybody who tried and failed to play :(

 

 

 

 

 

Comments

Truck
19. Dec 2011 · 11:44 UTC
Well, it worked for us yesterday (:
19. Dec 2011 · 12:14 UTC
And it still works today :) but if the link doesn’t show up people don’t know where to go to play it 😛

Leave me Alone!!, my game for Ludum Dare 22

To continue with tradition, I made a game for this Ludum Dare named Leave me Alone!! (sadly, it seems like there are 3 or more games named that way).

I had little time to spend making the game so I targeted a simple game with almost no graphics nor sounds but fun.

The story behind the game is, you have to isolate a particle from other particles to keep the world safe, if they make contact then the world explodes in a mega hyper super duper explosion (use your imagination).

Here is a screenshot:

And here is a gameplay video.

Play it, rate it and love it.

Tags: entry, final, LD22

Still Jamming

Back into things this morning. Day will be broken up by other responsibilities, but hope to wrap up all the loose ends. Here is some gameplay footage for now. Includes the music we wrote and recorded just for this entry. Sorry for the low quality capture.

Gameplay Footage

 

 

Void (LD22)

Hello everyone,
I was able to finish my game for the Ludum Dare 22 with Love2D engine and I want to share my work with you.
 
 Void - "The void is hopeless"
 
 
 
 http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=7125
 
 This is my first time participating in this competition and I'm quite happy with the results,
 I'll be posting soon my timelapse video and a description about what went wrong and what went good.
PD: I'll give you a cookie if you manage to beat the game

Feeling Alone

Hi everyone!

This was my first Ludum Dare entry :)
I had a lot of fun doing this game, and I’m pretty happy with the result.

In this game you must distinguish all your bad feelings, in particular the feeling of being alone.
You do this by shooting your bad feelings while completing the lane within the time limit!

Please check it out and try to beat the game! I tried to make it challenging :)

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ feeling-alone1 feeling-alone2 feeling-alone3

http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=4140

Post Mortem to come later on!

Idan.

Adrift post-mortem

My comp entry went in last night: Adrift

 

 
So I guess it’s time to write a little about how it went.

The not so good:
– I was coding in Java using the LibGDX framework, which worked really well. Unfortunately there are parts of libGDX with little documentation, so I was frequently ducking into the source to try and work out how to get it to do what I wanted.

– I had plans for a much more elaborate game with more graphics, more levels etc but as is the case with this, ran out of time. I think I spent too much time on the menus and other screens whereas the game should probably have come first.

– Why can I never get up when my alarm goes off?

The better:
– Sound effects were much easier to add than I had expected. Setting and remembering volume was a bit fiddly though, and making the sound I wanted in sfxr was time consuming although quite good fun.

– I actually finished a game! Usually I get caught up in trying to optimise everything as I go along, but for this I was forced to just get on with making the game. This does of course mean performance is hit slightly. I was only getting about 20 to 30 FPS on my old laptop, but more modern machines should cope better.

– I stole a second monitor from my sister after about 12 hours. Wow did it make everything easier. But now I have to give it back.

– libGDX meant I could get a dekstop and applet version of my game made easily at the same time. I also have an Android version, but I have no idea how/if the controls work, what the performance is like, or what it looks like. I also have no way of testing it, so decided not to release the .apk file.
(I did have it running in android-x86 in a virtual machine, but that was really slow).

Now to sort out my sleep patterns and retrain my fingers not to press Ctrl+s all the time.

Post-mortem: Alone in a cave

Since most things that went wrong happened in the first 6 hours, I’m going to start with what went wrong.

What went wrong:

I didn’t really love the theme. Not because I couldn’t come up with anything, but because it was so obvious what to make: An atmospheric metroidvania/ zelda clone. The problem was that that sums up pretty much 50% of all the games I have ever made, including the game I made for the last Ludum Dare, and I was hoping that the theme would force me to make something different.

So now I had to do that myself, and that wasn’t easy. Most ideas I had required too much animation talent to tell the story. I’ve played around in unity to come up with ideas for a 3D game, played games to come up with ideas. It didn’t help. 6 hours into the competition I decided that there was nothing left to do but make an atmospheric zelda clone, and I made some music and tiles to capture the right mood.

 Music

 

 

 

 

What went right?

Then I decided that I really didn’t want to make another zelda clone. So I went through all the gamegenres to find a genre that I didn’t make any game in yet and I got excited when I realised I had never made a turn based stratigy game before. I knew from the start that I wouldn’t be able to make that within the 48 hours, so I decided to simplify it. It was going to be turn based, but I was making a puzzle game instead. I also still wanted to keep the atmosphere I created before. A concept was born. I was going to make a puzzle game with exploration elements.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

After that it was programming with the usual problems, making programmer art, realising some of the programmer art was going to be final, level design, adding extra’s, adding endings, hiding a kitten somewhere etc. The game was finished 10 minutes before the (first) deadline.

Lessons learned:

When stuck: Don’t think, just make! Ideas will come later.

When stuck and tired: sleep.

 

The game:

http://www.ludumdare.com/compo/ludum-dare-22/?action=rate&uid=5496

 

 

 

 

Timelapse and Post Mortem

Here is my timelapse video. I forgot to record the webcam stream this time.

Play the game.

I was not inspired by the theme and did nothing other than a few sketches of some of the ideas I had. None were particularly motivating. I ended up just playing other games instead. I started work on this game when I got up on Sunday, about 12 hours before the competition deadline.
I decided on a simple Castlevania style platformer.
Happy with the art, though I would like to redo the character animations. Gimp is not great for animating.

I ran out of time. The gameplay was added within the final hour, and the terrible sound effects in the last five minutes.

Tags: postmortem, timelapse

Splaser Strife – Post Mortem

The boss symbolises my internet. The player symbolises... a player.

I’ll have to admit, my first ludum dare was very far from easy. I took hardly any breaks and the rush at the end to fit in the (amazingly detailed) title and end cards and final boss was a bit overwhelming and I finished with one minute to spare. But I’m happy with what I made, and I’m surprised I actually made it this fast, because the last game I made took me 2 months and wasn’t as exciting as I had hoped.

So anyways, I came up with the idea after reading a book called “The Other Hand” in english. The book deals with immigration and discrimination, but since I can’t make a serious game I un-serious-ified it and put it into a character. That character being “El Presidente”. The spaceship idea just came to me, as did the plot twist. Not that the plot twist is serious either.

My decision to make the game have dialog came from the fact that I’ve never gave any of my games dialog before, it has always been tooltips or just UI elements. I don’t know if I did a good job with the dialog. I tried to inject some ironic humor but some people might take it seriously, which just makes it look like a cheesy, broken storyline.

What went right:

  • I was familiar with all of the tools that I used. StencylWorks, Fireworks, PXtone; maybe it would have been better if I used another tool ending in “works”. :P
  • The idea I had was clear, that way the game flowed better (than it would have been).
  • Feedback and playtesting from friends over an IM service.
  • SFXR is amazing. AMAZING. My game sounds great, from my perspective.
  • That short music track made the game. It was really boring without it.
  • Motivation! I wanted to do my first ludum dare right.

What went wrong:

Oh god, my internet.

Throughout the two days of the competition my router kept breaking for periods of time. This wasn’t directly affecting me, but it made my livestream (that nobody was watching :c ) cut off every hour or so and disconnected me from conversations from my playtesters friends. When it came time to upload my game, the router went down and wouldn’t come back up. I desperately set up 3G tethering, but that (somehow) broke too. The internet came back on 30 minutes after deadline, at which point I was relieved to find out that the submission time had been extended. Thanks, downtime. :)

My humor. I’m really not sure about my dialog.

Towards the end of day one and at the start of day two I started unintentionally doing other things, I don’t know why. At 12 hours remaining I snapped out of it, though. Thankfully.

Sleep. Just an hour longer… (I did make it for 9 am every day though)
I’ll be in bed the whole way through christmas at this rate.

The fun:

I would say “the whole thing”, but there’s no point in making a list if that’s all you have to say.

Designing the ships was a lot of fun, I really enjoyed myself making them. Same goes for the music; pxtone is a brilliant music editor.
The most fun was had though, programming the game with StencylWorks. It was really fast and I didn’t have to do any extra engine stuff that would have brought friction upon my idea.

The not fun:

Designing Levels, ugh. :( Next time I design a spaceship game (or if I continue designing this one), I’m going to make programming movements a lot more me-friendly.

So, to conclude, I really enjoyed participating in this ludum dare, and will definitely be doing it next time too!

Here’s a link to my game: Splaser Strife – by RHY3756547

(the lens flare on the logo is for sheer crappiness factor, i don’t actually think that looks good!)

It looks a lot better in motion, I swear.

 

You want a Post Mortem? I got a Post Mortem for ya!

Well that went well…

Oh, you want me to elaborate?

What went well:

  • I had an early playable, and it was just a matter of adding stuff from then on
  • I managed to make a 2*5 pixel character spooky.
  • My first tileset loader! I will reuse that!
  • My first 2D level generator! (Gotta love the sine function!)
What didn’t:
  • I didn’t find any meaningful gameplay elements that wouldn’t screw with the mood
  • Not much else
Stuff : To be honest, I wasn’t sure what kind of gameplay I wanted, but I knew I wanted a sidescroller with a character exploring a vast world, in which he would feel alone and isolated. Inspired by the feeling I got playing some Knytt Stories levels. In the end, that was all I really came up with, an atmosphere and a feel, and at the 30+ hour mark, I decided that was all I needed. Some people have criticised that it doesn’t have much in the way of gameplay, and to that I respond : “Pssh, gameplay? In a game? ’tis for the weak and the poor…” Yeah, I know, I dropped the ball on that bit, but I really REALLY didn’t want to kill the mood with enemies or some kind or convoluted objective, so if you want gameplay, move right along. However, I hereby promise that LD #23 will see a “gameplay TO THE MAX!” submission from your’s truly! But Gaeel, how come your game sounds SO GOOD? Why you flatter me… Beyond the terribly self-congratulory tone, I do want to make a point here. Awful sounds are vastly superior to no sound. Please people, drop a few random sounds from SFXR and a quick soundtrack, even if it’s just a few chords and a beat. I rate 3-stars in sound for games that have AT LEAST one sound effect, and I rate 1 star for no sound when there’s no technical reason for that to be the case. Consider the following game : http://www.ludumdare.com/compo/ludum-dare-22/?action=rate&uid=7857 One of the best I’ve tried so far, yet SEVERELY lacking in sound. Now put on a gloomy soundtrack or a city background sound effect in your headphones and play it again, WHAM! Instant PERFECT LD entry. I know people don’t think about sound much, but it has a subconscious effect that speaks straight to the “Ooh, this is cool” part of the brain, USE IT!

Correcting some bugs !

I have corrected some bugs
I have allways a texture loading problem.
If you have a grey screen after the Plane crash try to reload page (will correct this after)

#flare3D #flixel #AS3 #Flash 11 #Stage3D

Entry
Play it 

My thoughts after some sleep (post mortem)

After a hectic last hours and far to few hours to sleep before work today I have gathered my thoughts on the weekends happenings. The first thing I’d like to point out is that I’m EXTREMELY happy that Ludum Dare exists. No other event has been able to push my limits so far that LD does. I’m no pro-developer, but I really feel that I’m getting better, and LD manage to show me my true capbilities.

 

Good stuff:

I set out to create a survival-exploring game with some type of craft system. I always set high value in good graphics (wish often is a bit of a problem) and when I looked at my sketches I felt confident in the game-idea. My abilities to succeed is a different story. It felt like too much in too little time (like always), but I went with it anyways. And I actually managed to make the whole game! I only had to cut out the tool-system I was aiming for at the beginning. I had too choose between tool-system and content, and the content was lacking as it was. I made the right choice.

 

Bad stuff:

I let my fiancée alpha test the game, and she thought that you died to easy. I told her that it was because she needed to play it a couple of times before she learned the right tactics. I should have listened to her. Players don’t want to stress when they play a explore-crafting game. The challenge is in learning the game, not learning how to survive. AND the lack of tutorial was a downer. I could have explained the game in a simple tutor-screen, but I didn’t, next time… I should!

 

Thank you all for a great LD and I hope to see you all next time!

Post-mortem & Timelapse

postmortem

I feel like i’ve experienced the exact same scenario as my LD20 :

I started late, trying not to aim too high, but still wanting to add some fancy stuff like XP, ending up at -5 minutes without any thought on level designing.

What went right :

  • I haven’t been stucked by any coding issue
  • It’s not as ugly as i thought it would be
  • I made a batman costume !
What went wrong :
  • I spent too much time implementing XP, thinking about level scaling, how you would xp… Next time, no leveling
  • Consequence of previous point is that i didn’t spent any time on the levels, and that’s what a game usually is, good level design
  • Shipping with bugs, i think i stupidly broke my score counter in the last 10minutes, also the level up window is buggy
  • No sound

I think i would have finished it with one more day but that would still be an unfunny game based on XP instead of cool mechanics. I’ll try to shape it into something playable in the future.

We all read articles about not being trapped by adding too much things, about cutting features, thinking small… But I still fall in those traps and that’s why Ludum Dare is fun and rewarding.

Let me share my admiration for “Step Off” by intmain, which has basically the same *concept* but is waaaay more fun, cool feeling and awesome graphics.

You can try mine here.

The timelapse:

Tags: post-mortem, timelapse

First Ludum Dare… first post mortem.

Hello there!

Submitted yesterday my entry for the compo and you can find it HERE (and rate it, if you wish). It’s called Do NOT Hug Me! and it’s some kind of action/beat ’em up. This is like the third game ever developed by me and I’m pretty satisfied with the result (and by the overall experience). Unfortunately I did not manage to make a timelapse video, but next time I’m sure I will.

SO.. moving on to analyze what went wrong and what went right.

What went wrong –

  • I did not have a clear idea for the gameplay and the mechanics when I started, so I wasted a lot of time changing on the fly.
  • The game is pretty short and a bit exploitable.
  • The animations are bugged.
  • Menu and interface are poor; also the game is not explained very well.
  • Learning a tool you never used before during the 48 hours is not a good idea (although that wasn’t a problem).
  • Bad time management. “Wasted” a lot of time testing.
  • Couldn’t sleep for too much caffeine and excitement (on that I think the caffeine was guilty).
What went right –
  • I finished the game.
  • The game is fun (IMHO) and quite original.
  • It’s web based so potentially playable by everyone.
  • I had a lot of fun.
  • Graphics are not so bad.
  • Learned a lot.
So, again, I hope you enjoy my game (and, even if you don’t, leave a comment and vote please). http://www.ludumdare.com/compo/ludum-dare-22/?action=rate&uid=7388

Tags: LD #22, postmortem

First LD

I (kinda) finished a small game for my first Ludum Dare. Although it lacks a lot (like music, sound, variation and nice graphics) it was really fun to make this game!

Play my game here: The Wizard Who Stumbled.

I used FlashDevelop, AS3, FlashPunk, Pro Motion and Photoshop Elements. I’m definitively going to try the next LD.

Post n-tm: Courage Quest

Entry Page

I’m getting this down before I forget everything.

I had the explicit goal of doing a content-driven platformer, since I hadn’t gone for that before and it sounded like fun. I hedged this bet by doing a substantial amount of framework building to get the platforming going and to have a rough-and-ready in-game editor. Even so, it was an enormous crunch to complete this game.

Concept

I currently use a model for game design based around language; every game is described as an expressive medium in its own right, with a  specific vocabulary and forms of sentence construction. The content of the game suggests possible sentences, compelling the player to engage in conversation as their vocabulary affords. It’s the most successful model I’ve used yet and lends itself to any genre without getting mired in worship of a specific mechanic, conventional structure, or balancing.

For this game I went off to Wikipedia and looked up “Loneliness,” and found a reference to rites of passage. This was a promising avenue since it let me work with concrete elements instead of the metaphysical. The basic idea took shape pretty quickly – some tribal warrior type of character doing various outrageous tasks to prove himself – inventory and a task list were the main elements introduced at this stage. I also included a time limit as a way to cap off the concept with a finite structure, although looking back at it I don’t think that was necessary. The day-night cycle added some extra flair to the graphics, but the details involved in being able to lose the game were a chore and don’t add much to the experience other than to pad out playtime.

Day 1 (6:00 PM-12:00 AM PST, Dec 16th)

I fixed some things in the framework early on and started on a prototype scene, developing my concepts in a text file. The day concluded with bits of graphics work to get my player and some tiles started.

The palette I used for this game is one I had made some weeks ago. It is developed from a very color-theory informed basis, using the wheel to build a heavily coordinated set of hues with a saturate-desaturate alternation through the values, and I credit it for 90% of the look of the game. As I get better at game development as a whole I increasingly recognize that fundamentals are the key to all the involved skills – if you get a better understanding of color and shape, you get better not just at illustration or pixel art, but at graphic design, typography, architecture, etc. Similarly: rhythm can affect speech, music, athletics; and writing tends to tie together most skills in doing this sort of self-reflection. (Coding can be reflective writing, too, if you stop being scared of it.)

Day 2 (12:01 AM-12:00 PM PST, Dec 17th)

Early in the morning I did the bulk of work on backgrounds. Although my framework has both scrolling and flipscreen modes, I chose flipscreen for this game specifically because it let me use a more detailed approach to backgrounds in each scene with less reconciliation at the borders. It also lends itself to better performance which is always a boost.

The waterfall came in at this point; the waterfall is both one of the coolest elements and also the most expensive. I told myself, “wouldn’t it be awesome if the first thing the player did was jump off a cliff and dive into a raging waterfall?” Although I had Pro Motion if I wanted a traditional colorcycle setup, Flash doesn’t support palettized color cycling natively, so I had to come up with a technique to emulate those effects on the spot – and I had never tried doing cycling anims before, although I had studied some of the most ambitious color cycle anims in the world earlier this month.  I resorted to four copies of the background and did the rotation by hand, alpha fading one over the next and then swapping. A linear fade gave nasty looking results, but I found a way to overcome the artifact: first I squared the tween value, and then I tuned it some more with a specific exponent factor(my final value was 1.8).

I added in the day-night cycle soon after I had the waterfall in place. I figured that a color shift over the tilemap would look good and would help characterize the backgrounds, even if they didn’t change at all. As it turns out, it was not hard to set up a table with one entry for each hour of the day in game time(the game runs 6 AM to 8 PM – 14 hours game time, 15 minutes real time) and tween a Flash ColorTransform’s multiplier values. Between that, the auto-tiling sets I had made yesterday(this framework has nifty autotiling algorithms – I see room for improvement on more arbitrary uses of tiles though, like what I did on the trees), and the backgrounds, the look was feeling pretty well established. I still had plenty of sprites to work on, though, and the map needed filling out.

As the day drew to a close, I had the task list working, the timer, opening screen, and win/lose working, some sound, and one proof of tasks(pearl diving). I even got the environmental sounds working, which the game massively benefited from. In testing these things the in-game console was a huge help; you lose a lot of iteration time if you have to actually play the game to do anything. The final game has tons of leftover debug commands to tune the colortransform, set time of day, and set task completion, in addition to the map and graphics editing. So much happened all crammed into the later hours of this day that I’ve already forgotten a lot about it.

The last thing I did before I slept was the music. I don’t really like the end result – it starts off with an oppressive, John Carpenter Escape From New York feel, moves to a more contrapunctal style, and then finishes with simple repeated chords and arpeggios. All of those styles have merits; none of them exactly fit the game, in my opinion. However, I did not get a second chance. Ship it!

Day 3 (12:01 AM-6:00 PM PST, Dec 18th)

As on the previous day, I started in with graphics, and had most of my sprites done before my morning walk. One thing I found myself doing a lot, both on the previous day and this one, was to go back and polish completely random things. I did not restrain myself when this happened, figuring that if I had the motivation, I might as well follow through on it. In the timelapse you can see that I did a major revision on the opening screen, for example. The main character also went through four revisions – single color(too low-fi), outline color(too naked), and two revisions of clothing(too neon and then the final, which more-or-less hits my target of reading the outline first, and then the details).

Of course, what really loomed over my head was the completion of the rest of the gameplay. I switched back and forth between the various things to do – making sprites, integrating them as entities, map editing – until I finally hit the point where I really needed to start on more mechanics. If I remember correctly I did the dragon first, then the orange, some of the bird, then the lanterns, the rest of the bird, and then the pickaxe and gem.

The dragon was a scary problem to solve. Any time the character controller changes there’s a potential for massive bugs; fortunately I had had a bit of practice on it from doing the diving mechanics yesterday, in which the controller changes as soon as you touch(or emerge from) water. Those turned out to be more streamlined than I expected, with no actual swimming going on, and the same proved true with the dragon. I knew going in that I would place some entities and make a tweening path for the dragon’s flight to follow. Lack of planning meant that the path steered around the win/lose rooms, which is why the dragon flies up a cliff. After some work I had the player tweening along, and the dragon sprite following. But then the question was what kind of control the player had and how it was integrated; I realized it would be easiest to just add a y value on top of the basic tween y, and move the tween path down to the lowest level in the flight areas. The control turned out stiff but serviceable, and some patching up later, the dragon flight was done. I could have tuned that control to have more acceleration in it…oh well.

The orange was a straightforward addition to the dragon, and the basics of the bird were too – I already had projectile throwing from the framework demo and just adapted that to have a stone and use the inventory system(instead of a bow and arrow, an earlier concept that would have taken more effort). Around this time I finally got all the inventory working. I waited on finishing the bird in favor of the lanterns, though.

The lanterns were simple enough – touch and change animation, do a test to see if all are hit(the framework lets you iterate over tagged entities so this test can be done in a very reliable fashion). They caused a performance issue in that each one has animation callbacks every frame, though. In the final hours I somewhat optimized this so that they weren’t rendering offscreen, at least, but didn’t do anything about the callbacks themselves, which I suspect added a substantial load.

At this point I could see the finish line. I did some environmental sounds, the credits scroll, revised some sprites, got the bird’s flight in, did some more layout work, and finished the pickaxe section(which was again, pretty straightforward – I started from “projectile” behavior and adapted it to be more melee-like – it would have looked nicer following the player but I wasn’t about to care by then).

And….that was pretty much it. I finished with about 1 hour 30 minutes left on the clock, plenty of time to do my uploading and start the submission and documentation process. Later I got some feedback that indicated lack of clarity with dragon controls, so I added up arrow to it(instead of just jump); the LD website was (as usual) blowing up, so the change squeaked into the submission period.

What Went Wrong

Map editing was a bit slower than it could have been – more tool dev needed. Level layout suffered a bit because of this.

Performance got a bit impacted by the end; tuning the framework to let me optimize around flipscreening rules(e.g. making actors disappear when out of the room, putting the anim callbacks on the actors instead of a platforming controller) would help matters.

Some of the later aspects ended up less polished than I wanted as a result of time pressure.

The music wasn’t anything like what I wanted.

Some of the art techniques I used I was unfamiliar with; I could get faster/better at them.

What Went Right

Map iteration was great because it was all in-game.

The console, the console, the console. If you want to debug gameplay quickly, you need one.

The code did not degenerate into an unmaintainable mess, no siree. A lot of this stuff is reusable – and some of it I actually went and reintegrated into the framework base during the jam!

I finished all of that content!

The combination of the palette, the animation, and the environmental sounds really came together.

HaXe and NME were troopers, as expected. My personal stack for HaXe work is probably going to include NME more in the future(instead of my own hand-rolled build system), although I haven’t yet found a way to include SWF libraries  seamlessly as in my own builds. Technology is never perfect…

Finally…

Although it was a really tiring, stressful endeavor to do this, I’m struck by the result. I find myself wanting to return to the little world I made. Maybe elaborate on it with a sequel, even. Maybe that’s why people get stuck so much on pixel platformers – for the amount of effort, you can fabricate concepts pretty quickly, especially if you have nice tools to work with.

As always, I credit maintenance of a sound lifestyle for keeping me healthy and sane during the compo. Getting out of the house, getting enough sleep. Taking my vitamins, balanced meals with a side of vinegar. Caffeine in moderation. If I’m going to party, it’ll be around other people, not just sitting in front of the screen. And even doing all that, I’m still exhausted by this, psychologically speaking.

Hikikomori post-mortem

It was an awesome weekend. I am looking forward to play your games, here’s mine:
http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=7374

The good

  • Got to know flixel and nanoloop but we’re not best friends quite yet..
  • Producing the graphics and sprites was loads of fun!
  • Participated and “finished”!

The bad

  • Game design; didn’t decide on the game mechanics upfront
  • Music; need much more practice in this area

The ugly

  • Level design, gameplay; since there is only one level and it’s kind of introductory, I don’t know if it even qualifies as a game…

p.s.: the cat didn’t make it.

Sorry…

My game is to difficult. It was some kind of parameter that I set just before submitting without playtesting enough :(
I think it was the reaction time of the AI that I changed that made it this way.

Ah well, lesson #452 learned this weekend: Always make sure to playtest after each change. Pretty obvious really, but under these circumstances (LD noob) it happened anyway.

I have an improved version available that is much less difficult that I will continue to improve.

BTW, here is also yet another timelapse

Superchallenge.

So this weekend was a little more busy than I had anticipated.

Today is my only day off.

Time to get a jam entry finished before the end of today!

Comments

ciolaamotore
03. Mar 2012 · 06:29 UTC
Hey Elijah could you tell me where I can find the song you used in bisected essence II?

Team M4 – GAME SUBMITED!!

So after three days of Ludum Dare (2 days of actual work)
We can say we are happy and fullfilled by the experience,

This has been an amazing event, we hope you’ll enjoy our game

OMFG FFS will you LEAVE me ALONE

Rate and comment!

Good luck to all of you and keep up the spirit!

 

We have a forest, at least!

With barely any time left at all, we essentially have: A little girl walking through a somewhat poorly randomly generated forest. BAM. Is there a booby judging category? It’s as good as ours!

Aims for the day: get the little girl to do a punching gesture when you press space. Add music.

Incredibly optimistic goals: add an enemy to each page of forest, implement retarded combat system.

Almost definitely NOT happening: end room and final boss.

Game completed!

I may not have been able to put in all the things I wanted to, but it is a game and it has an ending, so I’m pleased with it. The most fun I had was creating the death animation/sound/messages, so if you have some spare time try to get all the different deaths. I’ll add a proper postmortem later, and put up a timelapse when it finished building. And check out the entry page here.

 

 

 

 

 

 

 

 

 

 

 

 

 

Tags: LD22

Comments

Scipio Xaos
19. Dec 2011 · 14:56 UTC
Ooh! A grue!!! I know where you got that from!!

Super Smash Lander Suicide Party, Bro? POST MORTEM!

Time for everyone to high-five everyone else.

First Ludum Dare. Had an amazing time. Much thanks to Helloserve (hosting a spectacularly perfect local jam) and FuzzYsp0N (for his unremitting awesomeness).

Things that went right:

  • Jammed with friends, thanks to Helloserve (as mentioned earlier).
  • Got help from friends when things went wrong.
  • Had fun with the game and had fun as a result.
  • Put friends and family on hold.
  • Things that went wrong:

  • Didn’t know the theme when I started. We’re in South Africa, which is 8 hours or so ahead. Kind of expected “Alone” to win, but was in denial of it.
  • Caught a virus on the first night (but solved it thanks to FuzzYsp0N, see: Things that went right).
  • Shitty internet on the last night (I moved venue). I accidentalled the submission zip file at the last moment.
  • Stuffed up the theme even after I knew what it was. (I changed the ending of my game to amplify the awesomeness and ended up failing even harder on the theme)
  • Ran out of witty dialogue long before I had finished writing all the dialogue… “Bro?”.
  • I think I’ve made the kind of game that if you know me, or are like me, it’ll be an enjoyable twisted pleasure. But if someone isn’t “in” on the premise it’ll probably come off as silly and disjointed. I had plans to build in a progression loop over multiple plays, but that turned out to be out of scope. As it is (in the 48hour form) it’s weird and maybe funny, but not as compelling as I’d like it to be.

    Yet it turned out a lot better than I thought it would be (I’ve never made a game like this). Much thanks to many good things conspiring together.

    Tags: postmortem

    Village Bastard – low-tech timelapse

    As is now traditional for me, I prefer a more concise, low-tech timelapse. So here it is:

    A basic world to walk around in:

    Drawing some landscape tiles and the landscape map:

    Loading a landscape:

    Adding a basic house:

    Adding NPCs to houses:

    Showing house names in the hud:

    Conversations with NPCs:

    Houses crumbling and a smoke effect when houses are abandoned:

    Adding inventory slots:

    Picking up items (mostly buckets):

    Adding a forge as a world object:

    Adding the farmer puzzle:

    Finishing the blacksmith puzzle:

    Adding the doctor’s puzzle:

    Adding Greta, the cranky cat lady:

    Herbert, the dog lover:

    A boring shot, but this was optimising the map display so I could draw huge maps at 60fps:

    Adding roofs over houses, that dissapear when you go inside.

    Doing the title screen:

    The librarian:

    Adding the vignette and noise overlays:

    Va Unan – Post Mortem

    http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=6638

    Tools: Photoshop / Construct 2 / kuler.adobe.com / cfxr / GarageBand

    Description:

    Va Unan is a 3rd person from top view game, where you arrive to a strange place and must activate glyphs to open doors and escape from this place.

     What went Right: 

    >>  Timing. I never felt any lack of time and my progress was constant.

    >>  Workflow. I started with designs on paper (filling 4 categories: MECHANICS, AESTHETICS, TECHNOLOGY and STORY). Then I made some art and put it into Construct 2 to make the base mechanics and the gameplay. I went back to Photoshop and made all the artwork and sounds with cfxr. I made a playable version back to C2 and voila!

    >>  Early prototyping. Even if I was unsure of the final game idea I had main mechanics playable in a few hours.

    >>  Work on two computer. It was a comfort to be able to use Photoshop and other creation tools on my Mac and assemble/compile on my PC (laptop). The key is a Ethernet cable!

    What went wrong:

    >> My laptop broke. The 2nd day, my laptop did not turn on anymore. I decided to remove the hard drive and continue on my Windows partition on my mac, but one of the 4 screws holding my HD was broken so I drilled the broken screw and continued as projected, switching from windows to mac by restarting my computer. About 3h were spent in that.

     >>  Unknown tools. I learnt Construct 2 during the comp.

     >>  Unprepared. I decided to participate a few hours before the theme announcement, so I wasn’t prepared at all.

     >>  Strange theme. The theme was a bit too large. I would have preferred a theme that forces me to think about game mechanics more. “Alone” made me do an atmospheric game.

    Time log: http://corentin.derbre.free.fr/log.txt

    Youtube video: Video! (no sound and image compression errors, it’s just so see the gameplay)

    Soundtrack

    Tags: LD #22, postmortem

    Timelapse + Postmortem of One Man Alone in the Darkness

    Timelapse:

    (Around one hour of work was missed out as I forgot to record the timelapse at that point.)

    Postmortem:

    To start off with, I was having one or two issues with coming up with a suitable response to the theme. I resolved this by going for a lonely survival style game.
    I had a few problems with Flash’s absolute and relative x any y positions in sub-objects – but I managed to solve this in about an hour.
    I finished the game quite early, I would have added more, but I was too tired.
    I think that I did reasonably well for a first attempt, and I am going to be judging 2-3 entries a day.
    It has been good fun making this game, and I would consider entering Ludum Dare next year.

    Best aspects: Overcoming some problems quite quickly and making use of filters to improve graphical style.
    Biggest problem: Keeping code optimised – the code is VERY messy, and the game is nowhere near to how efficient it should  be.

    Entry:
    http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=7499

    Tags: postmortem, timelapse

    VOXTERIUM – Postmortem

    That was a blast!  This was my first Ludum Dare, but will defiantly not be my last.  Thank you to everyone involved.

    My Game

    VOXTERIUM

     

     

    My Plan

    Before the competition started, I had designs in mind, wrote some stuff down, and was testing out a million 2D platform game mechanics.  I’ve been doing primarily 3d stuff over the last year, so I began to question why I was entering a realm I wasn’t comfortable with for a 48 hour competition.   At the last minute I decided to switch to a 3D approach.

    The whole process was really organic, I let the game design itself.  I didn’t take time to write out a plan or design document.  Design documents are great, and serve their purpose… but they are no fun to play and I can use that time to add cat powered mega bullets.

    What went right…

    I got the full support of my wonderful and loving family.  Every minute I wanted to work on the game, I had, distraction free.  Can’t express the importance and appreciation of that small fact.

    I completed the game.  By using a definition of ‘complete’ that really only applies to games made in 48 hours.  There is a hint of a story.  Win/Loss conditions, mechanics, sound…  The basics are there.

    The game is fun.  I enjoy it at least.  Once I turned it in last night and the LD website went kaput, I spent  a while playing it… not play testing it, but playing it.  It was nice.

    I believe I did a really good job with my coding time management.  I worked a short time on each mechanic then really took a step back and decided if it “just didn’t feel right”, or flat out just didn’t work.  Rather than beat a dead horse, I was able to drop them and move on to the stuff that did work.  What I was most concerned about, generation of the antagonist and controlling it’s growth actually just worked out with minimal issues.   In the beginning, it reproduced so fast it would kill the framerate after a minute or two playing… I ended up calling that “hardcore” mode, with a warning, but optimizations and balancing added later killed the fun in that :)

    The hardcore mode “bloom attack”.  The visual and sound… It just works for me.

    What could have gone a lot better

    I resorted to lazy coding a bit too quick.  Played the “public” and “static” cards way too early.  Some last minute bug fixes were a challenge, (and there are still a few minor ones lurking that I believe are tied into the above).

    I got in a good chunk of time in to work on balancing and difficulty levels but it wasn’t nearly enough.   A few more hours to work on balancing would have helped a lot.

    The “art”, if you can call it that needed some more love.  Some may find the color shifting thing a bit obnoxious… but then again, others will want more.  All the modeling was done in code and consists solely of cubes.  Some more interesting powerup and bullet shapes would have been nice.

    Some of the sounds just don’t work for me. Except for the “bloom”… did I mention the bloom?  I like the bloom.

    Final Thoughts

    The jealous side of me is trying to decide if next time I should go for a web game.  Probably going to lose a lot of plays and votes for being a Windows-only application.  Lose several more for XNA’s outside requirements.  It may not be right, but it is what it is.

    In the end though.. I didn’t do it for votes…  I did it for the fun and the experience.   And by those measures, I already won Ludum Dare.

    Tags: LD22, postmortem, voxterium, xna

    Quick question!

    What are those numbers in front of the names on the rate page?

    Post Mortem And TimeLapse Of Apollo Kepler-22b

    Right well everyone else is doing post mortems I suppose I should too!

    Seriously though it’s nice being able to look over what happened, so here we go,

    The Good:

    • I started with a simple idea that took 10 minutes to plan out which didn’t get me bogged down at the start so I had far more time to actually work on the game. Infact the large majority of the game was design and planned during the course of the 2 days.
    • I was very familiar with all the tools I used and so there wasn’t an awful lot that slowed me down.
    • I am very happy with the graphics of my game as I was worried before the competition what to do about textures but I ended up being creative and made my own in Paint.NET
    • I took frequent breaks from my computer which made me feel less tired of staring at a computer screen and I felt made me more productive.

    The Bad:

    • I feel I got the balance wrong and the game was too difficult.
    • As stated in my journal entries I had a lot of trouble with sound design and music as this is not my strong area(practice needed)
    • I am not a hundered percent happy with the gameplay in the first part of the game, I feel it was too slow and unexciting which may put people off playing through to the later stages of the game

    Overall though I am extremely happy with what I did in my first LD and I will undoubtedly be back for more next time! My game can be found and rated here. And my timelapse of 27 hours can be watched right here.

     

    Tags: postmortem

    ASSAULT THE DARK FORTRESS! A short post mortem.


    My games done! Well, yesterday it was. I was too goddam tired to make a post about it right then! Now after having a little rest, heres some kind of postmortem.

    Heres the game itself: ASSAULT THE DARK FORTRESS

    The game is a somewhat long zelda-like game where you explore a big maze, find upgrades, keys, treasure and food. Food goes down slowly as you play, and you can starve to death. You soon get a sword and other equipment to help in combat and exploration.
    The game takes maybe 30 minutes to one hour to complete.


    My biggest mistake about the game was probably how large the map was. I spent more than a day working on the games world layout, before even having visuals other than placeholders. I was finally done with the map when I had only 5 hours left on the deadline… at which point I spent one hour making a proper tileset:

    Then I spent 3 hours placing these tiles in the game, and one last hour putting in sounds and correcting bugs. The 3 hours of tile laying wasnt enough for the size of the game however, I only had time to place tiles on the left half of the world map, so the entire right hand side of the game ended up with just a background color and dark gray blocks for walls! eep!

    Another problem was that I had very little sleep on the first day. I went to sleep for 6 hours and only slept one of them, as a result, the second day was very sluggish, and I did very little compared to the first night.

    All in all I’m rather happy with the result though. It has some bugs, like the dialogues of the intro sequence reappear randomly as you play (its a really stupid bug causing that, too!) And also a couple room exits don’t link up properly. But other than that it seems to work fine, I was able to explore the whole maze. Also the rush at the end forced me to somewhat do the tiling quickly, so many rooms look a little similar, which is a problem with exploration. Still, killing stuff is quite satisfying, and upgrading your weapon is nice.
    I will surely spend quite a bit of hours polishing and finishing it up in the coming weeks, so expect to see a much better version eventually, with more varied art, less placeholders, better sound, more varied enemies. The current lack of music is disappointing, too, ill have to look into that.

    Anyone needs a digital artist?

    The developers on my team said they wanted to make our project (MAD) next year, so I’m free now:)

    If someone needs, I can draw some maps or another kind of graphics… Oh, but I don’t speak english very well :/
    Some examples of my work:
    http://gabrielforan.deviantart.com/

    http://imgur.com/a/f3i5A#0

    Comments

    19. Dec 2011 · 16:32 UTC
    I +watch’d you on deviantART just in case 😉

    Why do I participate in Ludum Dare?

    There are many possible answers, even some impossible ones, but only one’s accurate.

    I’m ridding myself of perfectionism.

    Every time I start a project, I get stuck at worrying over every detail obsessively, to the point where the actual progress suffers. Ludum Dare with its strict time limit forces you to cut down on excess and only bring the meat to the table.

    You can’t just wait for inspiration to strike out of nowhere. Inspiration comes when you’re actually doing and refining things. I was in a dead end in the night of day 1, but now I have a game I’m happy with. Perfectionism at its best is quality control for things you’ve already created, not a toll that blocks you from creating because “it won’t be good enough”. And LD always gets me in that sort of flow.

    Also,

    I told you it’s possible.

    Tags: meta, motivation, perfectionism, post-mortem

    Lost Porst Mortem

    (http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=2290)

    First pot mortem ever haha, many things to say about this ludum dare! First of all, thanks to everyone for making out of this the best gaming competition ever, without any other people posting stuff all the time and chatting on the irc it wouldnt be the same, it keeps the motivation up in the sky even if you arent doing anything interesting, so thumbs up everyone for that!

    Now with the game. At first, i had this idea of a racoon who is alone and must gather trash and food to survive on the city.. but the bloddy racoon kept looking like a cat! i hated him so i left him as a cat.
    Then, i started writing the platforming engine based on the animations i just drew, i rewrited it afterwards but having that done quickly helped me a lot to start designing the entire game in very short time, so it was three hours after i started and i already had an idea, a style and an engine! yay! it was time to get into the theme.

    After making the engine and the first levels i stopped for a while, i needed a story.. so, its a cat. and he is alone.. it naturally suggests the cat has been abandoned or something liked, and since i was rejective to the idea of abandonment (too sad for me hehe) i developed this “i forgot my cat on a road trip!” idea.. silly but it works!
    So after having a bit of a placeholder intro i wrote a few more levels, added stuff, lives, texts and other stuff and took a long break before entering the last day.

    Now on the last five hours i was determined to finish as much as i could, so i took the damn thing and started rewriting the platform collissions, added a menu (wich took me less than expected), sounds, finished the intro and mini tutorial, added one more level, GFX (rocks, water splash, orbs), fixed bugs and added a stats tracker. I actually ended up with enough time to make more stuff, but my ambitions where beyond the time i had left; I wanted to make a pretty Day/Night cycle to make things easier for me when making more levels, but after starting it i realized it was too much, so i submitted the game without it.

    Rounding up;
    What went right?

    1. I completed a style i wanted to have on a game for a long time, kind of like a neo-retro thingy. i also managed to make a 2x scaling engine with surface in very short time, because i already had everything on m yhead from a start.
    2. The platform engine turned up really well, despite the few bugs.
    3. I managed to complete the intro in a way it actually explains what happened, at first it seemed as if you where abandoned and seemed crude.
    4. I kept the game simple all along wich kept me on a very constant workflow during the whole time, also managed to  balace the ammount of sleep and work, unlike other times.
    5. Had tons of fun! :)

    What went wrong?

    1. I couldnt finish the advanced day/night thingy (too much to do in so little time)
    2. During the whole compo i couldnt think of a reliable ending so i left that aside for too long.
    3. No timelapse! forgot to turn on chronolapse.. a pity because it would have been awesome!
    4. I suck at platforms level design hehe, specially with puzzles and such.

     

    Now its time to see the results of everyone’s work, Cheers and good luck!

    Find your sh*t: Post Mortem

     

     

     

    http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=7062

    What went right: 

    • Built almost all of the features intended.
    • Created something that is finishable and doesn’t crash.
    • The ‘right’ amount of sleep.
    • Had a hell of a lot of fun.
    What went wrong: 
    • Asset management.
    • Time management.
    • Overall workflow.

    The first thing anyone of course notices is the lack of world GFX. This mainly falls under the time management category. I spent a good 2/3 of my total time writing the ‘engine’ and main character’s sprite leaving the remaining 1/3 to design the levels, add sound, and actually draw them pixels for the world content. T.T I really wanted to find a good chunk of 3 or 4 more hours to paint the world, tweak the mechanics, and tighten the level design. Asset management was also a big problem. My workflow was to draw art in photoshop, save out images as PNG’s, tab over to the flash IDE, import the images into the library, publish out a SWC and load it up in FDT. *_*; Can’t stress enough how much time was wasted clicking ‘save as’. It wasn’t until halfway through sunday that I started using photoshop actions etc. Too little too late.

     

    The most fun:

    • Writing the world map engine thing.
    • Animatin’ dat main character and drawin dem pixels.
    • Adding details ( wall slide / wall jump, clothing layers )

    (all the assets used ingame, aside from the title screen) 

    The not so much:  

    • Collision engine
    • Level design + testing.
    • Asset management
    Overall:  This being my first LD I can’t stress how much fun the whole process was. It was also very eye opening as to how bad I am at estimating how long things take.  While I failed in time management, I think I did pretty well in managing atleast my level of productivity and what I think is most imporant in these types of challenges: time cost effectiveness. I got a good 6 hours of sleep Friday night, came back pushed hard all day Saturday, picked up an additional 4 hours of sleep + 1 hour of general fucking around (important), followed by a sprint all the way to the finish. Even though it took up too much time the most fun I had was building the game engine. It’s no revolutionary system but I built it all from scratch XD. I will most certainly take part in the next LD challenge. A totally awesome experience.

     

     

     

     

     

     

     

     

    Where to host HTML5 game?

    I’ve finished my game, and now I’m wondering where would be a good place to host it (I’ve never bought web hosting). Its made of HTML5 + Javascript. It’s 7mb. I’d be nice if it was relatively fast. I’d be willing to drop $10-$20 for a temporary hosting soloution.

    “Subconsciously Alone” Post Mortem

    My game: http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=5063

    Got some sleep so that now my mind is clear. This is my post mortem:

    What went right

    First LD48. This was my first time, and I enjoyed myself. I’ll definitely be in LD23, and maybe the next MiniLD. It’s a great concept as you get pushed to create a game within every short time, so you’ll be forced to come up with a product – and hopefully in most cases it’ll be good.

    Coming up with the concept. At first I wasn’t that excited about the whole “Alone” theme, but then I came up with an idea and worked from that point on. The whole ‘everything is going on inside the protagonists’ head’ concept came out pretty well, especially with the description of how the protagonist can create things, because he is inside his own dreams.

    Gameplay. The whole mechanism works quite well, and there’s not really many bugs with it, except for maybe the items collision with the level, sometimes it reacts a little weird if approached from some angles. I liked the pushing gifts around feature a lot, and the enemies (Guardians) also came out pretty well – even though they’re pretty simple, their swarming works quite well.

    Graphics. I may not be a professional artist, but I think the graphics and the art style came out pretty well. I tried to make it seem sort of… inside his the protagonist’s head with the different purple background.

    What went wrong

    Difficulty. The game came out quite difficult, and I didn’t really have time to balance it. Programming the enemies and the survival system was pretty much in the last 6 hours of development, and I needed everything to work, so I was focusing more on getting things done, than getting things balanced.

    Audio. I had made a song for the game, but it didn’t come out so good, so I decided on not having it in the final game. I didn’t make any sound effects either, so I couldn’t get the exact mood I wanted in the game, but I hope the intro movie and introduction part of the level makes up for that…

    Design mistakes. One of the gameplay features is that you can draw a box, press space and that box becomes a part of the ground for some time. You can also drop gifts with space, when you are NOT drawing a box. To damage the Guardians, you need to drop a gift, open it by drawing a box over it, and then kicking the gift into the Guardian to kill it – this process is quite hard to manage, as it all revolves around the space-key and the mouse, which is very difficult to manage, unless you’ve got a really good mouse.

     

    All in all. I forgive myself for my mistakes as this is my first LD48, but I guess next time speed coding I’ll be planning things a little bit more, before just going on coding and designing. I’ve had a fun time, and I hope everyone else had a good time, and isn’t too stressed out…as I feel. 😛

    First Timer’s Post Mortem

    T – O – G – E – T – H – E – R      A – L – O – N – E

    I thought I would share some thoughts on how my first Ludum Dare compo game came out. It is an object avoidance game with a simple but unique take on the idea of being alone. It also features a song where I sing. If you feel like playing it, the link is here: http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=7245

    Da Big Problems I Faced 

    • Deciding on an idea – Even though the theme I thought most about before the announcement was “Alone”, I still had trouble getting started on my game.
    • Implementing my ideas – I wound up scrapping my first two ideas (although luckily I could keep some elements and graphics) because they just didn’t seem that fun and also were getting complicated to implement. I need to follow the KISS (Keep It Simple Stupid) principles more closely.
    • Comfortableness (<—- I don’t like this word) with environment – I like to jump into things and pretend I am pro at them, only to learn….I AM NOT! The confidence is nice until confusing errors crop up! Oh well! For some of the results of this, check out my ugly source code!
    Da Semi-Big Problems I Thought I Would Face But Somehow Avoided
    • Taking too long on graphics – I am usually a perfectionist, but I managed to manage my time quite well. I didn’t spend too long on my extremely simple graphics and was able to spend more time getting everything to work and run kind of how I wanted it.
    • Non-Completion – Although I pretend I am pro, some deep down part of me knows I am not…yet, anyway : ) Thus, I was a tad worried I might not actually complete or create anything. Haha! Take that, deep subconscious!
    • Getting Bored – I thought I might meander off into the I need to watch some movies to take a break and get into a creative mood. Luckily, I stayed mostly on task!
    Whelp, that’s about all I can think of for right now. Try out my game if you are intrigued or if you are not….that means EVERYONE! Ha, got yah! I had loads of fun, can’t wait for next the Ludum Dare. Off to play/rate loads of awesome games!

     

     

     

     

     

     

     

     

    The Tomb: Post-Mortem

     

     

     

     

     

     

     

     

     

    Well I had a lot of fun with this game and now I can’t wait for the next LD Competition. 😀
    So here we go:

    The Good:

    ♦ I managed to build an acceptable metroidvania game (hopefully)  in little time.

    ♦ I had lots of fun while doing it.

    ♦ It was great as an exercise and I learned a lot too.

     

    The Bad:

    ♦ I lost my internet connection on saturday night and could not get it back online till today’s morning. So I had to submit my entry from an internet place and I lost many hours that could have gone into polishing and testing. :(

    ♦ The game starts kind of weak.

    ♦ Some corridors and areas feel kind of empty. (cause I didn’t have time to finish them hehe)

    ♦ A couple of really annoying bugs that I missed. >:(

    ♦ Crappy Dialogs and soso timing.

    ♦ Game progression could have been better.

    ♦ Soul Pieces ended up being useless cause I didn’t manage to add the alternative ending I wanted nor a counter to check how many you’re missing haha…

    Well I better stop criticizing my own game or else nobody will want to play it! XD
    Anyways, you can find it here: http://www.ludumdare.com/compo/ludum-dare-22/?action=rate&uid=8677

    Surviving the Singing Zombies

    It’s a little easier than surviving Singing Gaga.

    In around 32 hours I made 32 sprites, 3 tracks about 45s long, 17 models with UV’s (the pain), and just 350 lines of code.

    Pixel McBlocky Face? Is that you?

    Even tho it’s crap art its still art! Or so I’m told… Anyway this compo has left me permabrain damaged, and I’m doing a jumping, flying cat-a-copter that smells like burnt tost for LD23. I’ve yet to see a single decent game beside Notch’s BRILLIANT MASTERPIECE game. Well played Notch, well played. If you have a GOOD game that isn’t:

    • Unity character collider tipping over boxes,
    • Flash crap platformer,
    • Anything involving penises,
    • Linux only builds,
    • Can die in 0.1s from entering,
    please, leave it in the comments so I can give some stars away. And play my boring game with a bit of story and crap art until you die and don’t want to restart.

    Comments

    19. Dec 2011 · 17:58 UTC
    What do you have against penises?
    20. Dec 2011 · 13:06 UTC
    Not gonna set the world on fire any time soon, but my game’s a penis-free web/windows non-platformer, has no box-tipping and it’ll take you at least 5 seconds to die even if you walk straight up to the first enemy you see and stop for a chat and a cup of tea.

    Post-Mortem for Erased

    This is my second time here, and I really wanted to charge through and release an actual product that actually worked. At the same time, I wanted to show people that having healthy eating and sleeping habits makes a better end-product. Hopefully, everyone enjoys playing my offering; I’ll be releasing a post-LD version once voting is complete.

     

    Here’s my time-lapse:

    http://youtu.be/qf5tMLdWytA

     

    None of the music I was working on made it into the game. There wasn’t time to fine-tune a creepy, atmospheric score, and substandard music can kill a game. Feature removed. Instead I spent time on a particle system and a bitmap font so I could put more information on the screen. In the mad dash to make deadline, I forgot to put the little 1/Q, 2/W, 3/E captions above the spell buttons, so people are having trouble figuring out how to fight ;_;

     

    Something really huge I want feedback on is the speed of battles. Some people are reporting “too fast”. But it started out sort-of-turn-based and that was slow and confusing. I think my solution is going to be:

    * Add the control text that’s supposed to be above the actionbar

    * Slow down the regen rate out of battle

    * Add more “stupid-time”. That is, monsters should be disoriented for longer at the start of each battle, and take longer to choose their spells.

    * Probably split up spell cooldowns. Right now it’s one recovery rate – cast a big spell, take 30 ticks to recover, cast a small one, take 10 ticks. I’ll change that to individual cooldowns similar to MMO’s. That will also give players a clearer expectation of when their spell will be ready to cast.

    * Particle effects for “I’m casting a spell!” and spell nameplates. I feel like having more steps of animation and visual feedback would help prepare players and inform them that yes, indeed, the monster is casting a spell. I think some people just see a bunch of dots fly by and die.

    * Internally, split up the battle and map screen. This would have the effect of the map not showing through behind the battle, but then I’d also be able to put a cool backdrop in, and I’d have a lot more latitude to fix controls and graphics that are getting out of hand.

    * Look into speed differences between low-end and high-end computers. This should -not- be happening, but since the game has a time element, I may include some more internal time inspection just to make doubly certain fast computers don’t hose the game.

     

    Did I miss anything? Do any of these changes sound like a terrible idea? I want to hear about it.

     

    I’ve played a bunch of the compo entries so far, and I love them to death. Thanks to everyone for making this whole thing possible!

     

     

     

     

    “Sat-E” timelapse

    Here’s the timelapse for my game Sat-E. Note to self: record more than 1 frame per min or you won’t see much at all!

    Tags: timelapse