Claw

LD22

ArtsyFartsy Black n White.

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First attempt at ludum dare, had pretty much no base code – lack of preparation, didnt even have anything to load PNGs with at the start! still pleanty left to do…

Theme is pretty interesting. Look forward to seeing other peoples creations :)

Moving the Stars.

I moved the stars for you, LD.

 

Having a bit of fun just messing around with the core mechanic. It’s all there now, all that remains to do is give purpose to these mechanics, which will be pretty straightforward and I know exactly how I want it to work, tomorrow should be fun!

All that’s left beyond that is sound, not a clue how to import sounds, might have to try and find an OpenAL library and pick it up quickly.

 

 

Comments

17. Dec 2011 · 22:48 UTC
Looks neat, can’t wait to try the mechanic.

First we move the heavens, then we move the Earth.

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It is complete! I was hoping to put sounds and music into it but I’m a bit ill at the moment and want to chill out spending the rest of my Sunday playing through the other entries.

I’ll upload the game after this post, I’m HOPING it runs fine on other computers, the timing loop was just the glut standard, and I haven’t used glut in about 2 years so I’m probably using it wrong.

This was a really fun activity, I didn’t think I had it in me to actually create something decent in 48 hours. It’s certainly quite rough around the edges, but I think it came out alright and I’m happy with it :)

Post mortem: Paper Dream

PaperDream

http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=7984

My first time trying LD and it was a great learning experience as well as being fun and creative! It was kinda cool to just sporadically start programming random things with no base code (although the source code is a minefield of awfulness) and getting to draw whatever I really felt like – setting it as a dream gave me some artistic license with things, for example you don’t usually get whales in space (or oceans in space for that matter).

What went well

  • The theme. It made me think about games slightly differently, I usually like platformer-type action or puzzle games, but I had the opertunity to think of something a little different.
  • I got the art done as I went along, started off with the character and some stars, then as I got ideas I just scribbled out some more (with a basic idea of where I was headed)
  • The code was not very nice but got the job done, was very fast to come up with on the spot. The paper concept for the player was a half-way snake type thing, instead of cells in a ‘rope’ rotating they stayed axis aligned, giving the paper vibe (along with the art).
  • I like the way it feels, weird and dreamlike. I always think of dreams as a lonely place – people will be often be in dreams, but they aren’t really there.
  • It looks a little sad from the outside, which matches the ‘alone’ theme, but my view of the end is more cheerful – but I’ll leave the whole thing open to interpretation.
  • I didn’t give any instruction as to what the player is supposed to do, because they can do whatever they want. There is a purpose and end to the game, but I think games are about an individuals’ experience, and I thought it was cool to just let people float around in my little dream world and just check it out, move things around, do whatever they want.
  • Working over a 48 hour period wasn’t as bad as I thought, next time however, I will be more prepared and bring something a little more solid to the party.
What went less well
  • SOUNDS! Total lack of them. My main regret. I didn’t really know how to load and use sounds, didn’t know of any libraries or how to use OpenAL and didn’t really have the time to learn so much as I went along. Probably gonna look at SDL for the future.
  • Images, as I had zero base code to start with I forgot (after not programming for PC in a while) I didn’t have any image loading libraries, so I found a nice lightweight lib called SOIL, which was really simple and worked perfectly.
  • It wasn’t exactly polished to a high standard. The code was inefficient (and sloppy), there was no reset and no title (although a title probably wasn’t necessary).
  • The code should compile on Linux and Mac, but I don’t have a Linux install and didn’t have the time to get it running on my Mac.
Overall, a positive experience, definitely going to come back next time and give it another whirl. :)

Tags: postmortem

Comments

Pixel House toast
20. Dec 2011 · 14:27 UTC
I liked your entry, it was interesting. Was it by any chance inspired by Flyguy?
Claw
20. Dec 2011 · 14:42 UTC
Thanks, glad you liked it. Wow, I’d never heard of Flyguy before, which is weird because they are uncannily similar! Even an ocean in the sky 😛

LD28

TITAN SOULS

too much caffeine

too much code ohhhhh my head

ss_2

We survived another LD though and had a LOT of fun! Team consisted of:

Myself Coding

Andrew Gleeson (@_andrio) art

David Fenn (@autotwitch) audio

It was a blast. We wanted to do something just fun to make and also wanted to avoid doing a sidescrolling 2D platformer because we always make those, so tried out a top-down zelda style view. You have a bow and a single arrow, and the power to telekineticlly pull the arrow back to you after its been launched (running after arrows all day can be quite a chore).

Inspirations for the gameplay were primarily, Shadow of the Colossus and Dark Souls. The game consists of 4 boss fights with varying ‘Titans’ and they’re all pretty damn hard (Dark Souls inspiration!) because we love hard games. Not sure how people will take to it (did I mention it’s pretty hard), but we’re really pleased with how it all came together and have had a lot of fun both making it and playing it, dying over and over whilst testing.

Here’s the LD page: TITAN SOULS