frankiesmileshow

LD22

Gonna do it.

Gonna do this ludum dare thing. First timer!
Game with Game Maker
Art with GraphicsGale
Sound effects with SFXR or that other one thats similar to it but a bit better, whatsit called already??? that one.
Music with possibly a mic or maybe Anvil Studio.

Comments

bobbobowitz
13. Dec 2011 · 22:45 UTC
FrankieSmileShow????? This is you???? Can’t wait to see your entry! If it is you, your pj stuff is awesome. I love the Ground Blast explosion that you did, the timelapse was amazing.

Four hours and a half in, whats going on!??

Well, four hours and a half in, and I got a test level running with most of the basic gameplay elements working.

www.frankiesmileshow.com/LudumDare/LudumDareFrankie.zip

Controls: arrows move, X stops you to block, C attacks, D places a bomb. Attack a lock with C to use your key (if you got one)

The context and theme arn’t in the game at all right now, its all ugly placeholder stuff. The games mood is going to be quite dark, in fact, something you couldn’t really guess from looking at the placeholders.

My plan is to spend the first 24 hours on the gameplay exclusively, and then the next 24 hours on making polished visuals. I will stop adding new features to the game at the 22 hour mark to finish whatever im doing at the time, to spend all of the remaining time on art and sound exclusively, and ill try my best not to waste any time on art assets before that. I need to force myself to do this or Ill waste way too much time on art.

First night done.

Second build.

www.frankiesmileshow.com/LudumDare/Build2.zip

Still placeholder sprites. Now theres some enemies, and you can cast spells. Im really tired right now, enough for the first night!

Controls: arrows move, X blocks, C attacks, D places bombs, hold S and release to cast a spell. hold it longer to cast different spells. Interrupt the casting with an action (attacking, placing a bomb, using the shield) to combine a spell with that action.

Tomorrow I make more enemies, make some more game mechanics, and start making the actual level. Then I start on the actual art!

Just woke up. 8.5 hours left… mmmmh

Heres the build at 8.5 hours left, its starting to look like a game, but its still all placeholder and no fun. Im in the middle of laying out the maze, placing enemies. Still havent started on the final art or sound, which is worrying!

www.frankiesmileshow.com/LudumDare/Build3.zip

Finally ready to start the art

www.frankiesmileshow.com/LudumDare/Build4.zip

The maze is complete, though there is no proper ending, just a character telling you its the end. Its pretty huge to explore, but with no tiles all the rooms look sort of the same!

I can now finally make some art! 4 hours for art is very short, especially for placing tiles all over. Theres gonna be some ugly tilework in there at the end. Lets go!!

Just spent one hour making tiles (and eating)! It was pretty intense! They look neat but theyre a bit messy. now I got 3 hours to lay them out in the game, do the other art (main character is still just a circle with an angry face) and make some sound effects…eep!

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.

What do you mean, its over?? F E H!

Still working on my game! Heres a preview of the art now that I got some extra time to work on it:
BEFORE:
AFTER:

Added some more lush colors and removed some of the noise. The tiles are somewhat less tile-ey too, but still keeping that noisy artifact charm. Somewhat prettier, no? More readable too. I guess it does reduce the noisy style a little, but its a trade-off I am pretty okay with for now.

Im really pumped about my game guys. Pretty goddamn pumped! Its gonna be sweet! And it already is kinda, except its riddled with bugs!
If you havent yet, check out the Ludum Dare compo version of my game HERE.

11

This entry was posted on Tuesday, December 20th, 2011 at 8:24 pm 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.

LD23

Im in. Gonna use Game Maker and graphicsgale and SFXR.

Screenshot1

it aint pretty yet, but its a start! I got a vague idea going, a game I had in mind for a little while. I didnt expect I would be starting it so soon so I still have a lot to figure out about the concept. Basically, a simple roguelike game where you play as a giant monster rampaging through a town instead of an adventurer exploring a dungeon maze. Still thinking about the overall idea and how the two concepts will mix, as I work on getting the simpler elements of the game working. Going for a walk now as I think about it further!

Comments

Redbone
21. Apr 2012 · 00:56 UTC
What happened that made the red monster so sad? :(

(Untitled)

Slowly advancing…
standing in a city

Heres a build:
BUILD DOWNLOAD!
Arrow keys move, C picks up things and throws em, V attacks with the object or eats it if its comestible. Sometimes you will spawn inside of a building, just move around until it collapses. Im setting up a proper city generation now, then ill get into creating real content for it all. it doesnt look much, but I think the results’ gonna be pretty cool!

screenie

Time to make graphics!
LATEST BUILD

It now generates a proper random city, but its pretty bare and all visuals are still placeholder. Ill make visuals next and then try to populate the city with enemy monsters and tanks, which already work but dont have any spawning mechanic yet.
Same controls as before, but M toggles a map of the generated city. Square colors refer to map types.

less than 3 hours left…. adding graphix!!
NEW BUILD

grapphixx

LD24

Frankie is in!

Im going to enter the jam! Gonna be jammin.
Last time I tried the compo, but after 48 hours I didnt have enough to show, so I went for the jam instead, and asked Chef Boyardee to help out on the final day. We ended up 2nd overall! I think this means its time to aim for the jam from the getgo this time around!

Going to be using Game Maker, Graphicsgale for the art, and I dont know what Chef uses for music. Ill update that post with that sometime.

First day done, 4 hours in. Making a goddam dungeon crawler/RPG. Why am I doing this

48/72 hour RPG why not
(its a terrible idea thats why not)

screenshot 1
screenshot 2

Heres what I got tonight

My starting idea was kind of a tamagotchi RPG. Single creature on creature battles, so it looks a lot like pokemon when a fight starts. You dont have any actions in-battle right now, they’re automated. Not sure where this is going to go, im basically improvising as I go. Tomorrow I add actual choices to the combat, but its always going to be somewhat automated, I want the battles to be very quick. Other than that, idea is still vague. You go around eating food. Any excess food you eat turns into Evolution points, which arnt used yet. Got to think about all that. Sleep now!

Comments

mohammad
25. Aug 2012 · 03:35 UTC
this is hard to make?

unless it has 80+ levels monsters scripts ect,

this doesnt look very hard to make at all…

you should see what IM doing,

3d with gamemaker is SHIT!
25. Aug 2012 · 03:39 UTC
Its a terrible idea because you are unlikely to be able to make it interesting at all in that amount of time, just functional. Also, because they tend to have a lot of different menus and crap, it piles up into a whole lot of slow tedium.

LD30

I did it. Welcome to Honko’s Worlds… Good luck.

Screenshot

Finished my jam entry! Its a top down zelda-like dungeon crawler, with weapons and lots of keys.
The game’s plan changed quite a bit on the final day. Had to choose between adding tiles to more of the game’s already designed rooms, or focussing on the small section of game that was already tiled up and working. I went with the latter. As a result, theres a lot of rooms to the north with invisible walls. Explore this no man’s land at your own risk, traveler.

EXPLORE HONKO’S WORLDS HERE

Postmortem on HONKO’s WORLDS!

Hello! Designer/programmer/artist here. Here’s a little write-up on my Ludum Dare Jam entry, Honko’s Worlds.
It is a dungeon crawling game where you shoot enemies with beams, collect gold, potions, special weapons and keys.
It plays a lot like one of those top-down zelda games.

screenshot2

You can try the game here:
HONKO’s WORLDS

I started making the game planning it to be a competition entry, but decided to make it a jam entry halfway through the second day when it became clear the game wouldn’t have enough content by the 48 hour deadline. On the third day, now that it was a Jam game, CBoyardee offered to make music for it, and made three great tracks.

I am very happy with how the game looks, and with many of the game’s enemy encounters. Those I think are its strongest points, it turned out really good.

screenshot3

But many, many issues came from a lack of foresight and planning in general while I was doing this. I only had the vaguest idea of what the game should be during the first day, I was like on autopilot. I knew I wanted to make some sort of top down dungeon crawler, but that was it. Most of the ideas came together through pixel art: I was just drawing game-ey things (monsters, tiles, keys…) and imagined how they could fit together as I did em. I should have stopped and should have taken a walk or something, to get those thoughts straight and order up some more solid idea.

The biggest mistake, a consequence of this improvisation thing, was planning a much bigger maze than what I had time to finish and polish. Once I was done making a basic shell of a game, I started sketching up a plan for the dungeon’s maze, and made it really huge. I always underestimate how much time it takes to actually put those rooms together, even when the rooms are simple.

Here’s a map of the game I was planning:
map of the game

That maze I drew up and then proceeded to implement is about three times bigger than the final entry’s size (which is already pretty big!!)
Most of that larger maze actually works gameplay-wise and is filled with enemies and items, but I didn’t have time to give it any tiles/graphics! When there were just a handful of hours left, I blocked off the unfinished 2/3rds of the game and focused on adding to that first third instead.
As I mentioned in the original post though, you can actually visit that huge unfinished section of the game by exploring the finished section completely and finding two gold keys (their locations are marked with two Xs in the map above)
The unfinished area starts just north of the two consecutive gold gates. Of course, without tiles to see where the walls are, that area is more or less impossible to explore. If you reach that unfinished area at all, you can consider the game beaten!

screenshot4

One of the biggest consequences of all those cuts to the game’s maze is in relation to the theme (the theme of the Ludum Dare competition was “Connected Worlds”). The gold keys you can find in the current maze were supposed to be hidden in “side worlds” with their own enemies and visual styles, but I had to cut all of that. The idea was to have this castle be a “hub level” of sorts, from which different worlds were accessible.
To access a new world, you have to find silver keys within the hub level, which opened the way to one of the side-worlds.
To make progress in the overall game at a higher level, you need to collect gold keys in those side-worlds. This would let you access a larger portion of the castle. Those gold keys mark your overall progress in the game.
Its quite frustrating to see how many hours I spent laying down walls and enemies for those unfinished sections. If I had kept the maze small, the game would have had a lot more content, could have been a lot more complete!

One good consequence of cutting off so much of the big maze however: I could take the unique enemies I designed for the cut-off areas and place them all in the smaller game, making the enemy encounters feel very diverse. My original design, by comparison, was probably way too repetitive with its enemies.

screenshot1

Some other regrets with the result:
The subweapons. They are pretty generic, they don’t have much diversity, just extra damage, some spread shots and some projectiles that fly a bit further. I thought of the subweapon thing on the second day of the jam, but only started to implement them in the final few hours, so they’re not really elaborate. Ideally, I would work on them further, to make them feel more like magic spells. Something that is exciting to find, where collecting a lot of them feels like you are really expanding your inventory of actions. Some weapons could have non-combat applications, like freezing a lake to allow passage or breaking through a weak wall. Some could have special effects over the enemies hit, or have defensive applications. But this would also mean I would need to add some means of managing your subweapons inventory. Perhaps you could only hold 10 of those weapons at any given time, and could store them in some storage space accessible at save points. Speaking of which…

Save points. The game has no saving or checkpoints, and that’s a huge bummer. I just didn’t have time to implement those. I was already cutting off so much from the idea and had so much more to fit in, saving was just never on my radar throughout the jam. I need to make saving a higher priority in my jams in the future, it really sucks to lose 20 minutes of exploration all of a sudden!

Gold. There is absolutely no use for it in the game right now, its just some sort of score. Of course I thought it would have some use at some point, but it never coalesced during the jam. I would definitely add a shop that sold unique subweapons and potions, or could maybe upgrade your main weapon, or raise your maximum life.

All in all, I am pretty happy with this game despite all the flaws, and with some more work, it could turn into a solid little indie title. I have a lot on my plate right now, but I might revisit and spruce this up a bit sometime in the future.

I also put up a time lapse of the entire process of making the game: The pixel art, the design, the programming and even the last-minute sound effects.
You can watch it below:

thumbnail of timelapse
TIME LAPSE VIDEO

Tags: honko, map, pixel art, postmortem

LD31

Gonna do it.

Gonna make a game, oo yeah.

Game Maker Studio, Graphicsgale for visuals, maybe Audacity for sound and ill make music with my mouth like a dummy.

Gonna make an adventure game of some kind in one screen with tiny tiles.

LD35

I’m in…

Alright ALRIGHT jeeze I’m in. . . . . ..
I’ll be using Game Maker and graphicsGale. Might try using fruity loops for music, might use Audacity and BFXR for sound effects. I’ll be working alone for a Compo entry, and by the end of it if i’m not done, Ill add one day and get some help, turning it into a Jam entry instead. As usual!