lpghatguy

LD24

I’m in (my first try)

This’ll be my first Ludum Dare entry ever!
I’ll be using Lua with LÖVE for the application, MuseScore, Audacity, and a microphone for audio, and either Paint.NET or Expression Design 4 for all the artwork.
I’m hoping to become a Ludum Dare regular, now that I have the time and programming ability to actually produce anything.


EDIT: I’m using Sublime Text 2 as an editor as well.


EDIT 2: I’m using a project/build system for LÖVE in Sublime Text 2 that I wrote; it’s available here.

Tags: ld, ld24

Comments

09. Aug 2012 · 21:28 UTC
Another LÖVER! Good luck to you.

First LD: UNBOUND Post-Mortem

You can play the product of my labor, UNBOUND, here.

With this being my first Ludum Dare, I (like every other first-timer) had no idea what to expect. I spent the entire Ludum Dare in a Skype call with a few friends, one of them also doing LD (also a first-timer.) Overall, I feel like I did alright, but a few weakpoints of mine (drawing) showed through. Also, I had an interesting time dealing with planning with no ability to write, as I have a broken wrist. But anywho, onto a chronological post-mortem.

Day 1: August 24th

Right as the theme was announced, I felt I was in for quite the experience. I hadn’t a clue what I wanted to do until about 2 hours in, and it sounded like a great idea. It would be called BIND, and the mechanics were something along these lines:

  • Controls were added as needed. For example, the first time you approach a ledge, whatever key you attempt to jump with would cause you to jump from then on.
  • Things you did more often you would gradually get better at, at the cost of losing your skill in your least-used skill.
  • Enemies would adapt and evolve to counter whatever you’re good at.

And so I got to coding with these tools:
Code: Sublime Text 2
Language: Lua
Framework: LOVE2D
Art: Photoshop CS6
Music: MuseScore
Sound effects: Audacity, starring myself

I had no real engine to use, but I had been experimenting with a few techniques in LOVE2D, and I was already extremely familiar with both, so I started the game engine. It had some great code; I got about 500 lines down and some sprites before heading off to bed at 3 AM, Mountain Daylight Time.

“Day” 2: August 25th/26th

I woke up about 10 AM my time, giving me about 7 hours of sleep. The night before I had completed the base engine (with much left to do, however) and a few sprites (a top-down guy running with/without a gun, a tile floor, some dirt, and a couple mouse cursors.) After continuing work on the engine I decided that what I envisioned for BIND, which was to be a fast-paced gun game, would probably be too much. I also had made an error in the base of the engine that caused two issues I wasn’t happy with. First, I had a horrible flickering problem, but that was fixed by the helpful people in the IRC and a few minutes of fiddling about. Secondly, I hadn’t built the system with any sort of collision (let alone physics) in mind. Given the time constraints, I didn’t feel it was worth-while to either rewrite the engine and mirror every object into love.physics for easier interaction, or write the necessary components with my makeshift object system.

And so I went with another idea: a boiled-down version of Dear Esther with a completely different base. I kept the sprites I made, despite the fact they were less-than-stellar. I also kept the engine, disabling, but not removing, all the functionality that would have made BIND, well, BIND. I added in simple tile collision, added a slight light-swell effect for atmosphere, and made an image-based level format with 4 layers: 3 visual (red, green, blue) and 1 collision. (Alpha) I decided that the main mechanic would be “notes” left by someone who had been there a long time ago. Why you were there wasn’t ever defined in-game, essentially leaving it up to you (until I posted the entry, where I declared you were a journalist.) From there, I patched the level format, adding support for “special” tiles: ones that either had metadata associated with them or could be interacted with. I added 3 such tiles: Paper, Start, and LevelChanger, which was going to have support for more than just moving you to the next level, but hey, time. I looked at the clock and noticed it was 6 AM, and determined I wouldn’t be sleeping until LD was over.

I felt I had a relatively okay game base going there, so I went to compose the music. I came back after about an hour with a good few measures of a song that would define the feel of the game. I began working on more tiles and the first few levels. I added walls of various types, and made 5 levels that consisted entirely of tile floor. After adding my new walls to the first 3 levels, I scrapped the 5th level entirely and left out the 4th’s walls in the interest of time, because around that time it was 1 PM. I finished the music, giving a 1 minute loop, and began working on more sprites, such as a red-tint utility tunnel pathway that my friend Andy thought was “random rusted chain” — like I said, my art skills are lacking heavily. I started the actual writing about this time, which didn’t take very long. After all, I had finished many English writing assignments the night before they were due. I patched up the old tile levels with a new metal-floored access tunnel type floor for a couple parts and began working on the utility tunnel levels below.

These maps were much quicker to make due to the difference in tiling needs (in the tile levels, if I needed an upper-right-inner-corner wall piece, I had to composite three tiles together in the image, which was slow.) For these levels, I hard-coded changes such as turning off the music and enabling ambient noises (which were myself vocally letting out the agony I felt and hitting my desk.) At this point, it was 5 PM and I needed an end. I won’t spoil it here, but it required a new special tile to trigger it. At about 6:20, I finished up minor changes and details, packed, and submitted my game.

I then proceeded to celebrate quietly (because I was too tired to make much noise) just before falling asleep around the submission deadline passed.

I’m more happy with UNBOUND as a personal project than one of Ludum Dare, partly because I didn’t believe I’d finish, but mostly because of the different interpretation of the theme and general personal emotional importance it had for me. In the game, I took a completely radical (and probably incorrect) view of evolution: that of the mind. How do people’s emotions evolve as time passes, and situations become more hopeless?

I enjoyed Ludum Dare a lot, and I’ll surely be back for Ludum Dare 25. Thanks for your time.

`

Tags: post-mortem

Ludum Dare #25 – I’m in!

Aloha from Montana!

It’s time to celebrate two things! I’m going to do Ludum Dare 25, regardless of when in December it is! Secondly, I’ve got an upgrade of tools!

Toolset:

  • Language: Lua
  • Framework: LÖVE
  • Code Editor: Sublime Text 2
  • Music Composition Software: MuseScore
  • Audio Editor: Adobe Audition/Encore CS6
  • Image Editor: Adobe Photoshop CS6

Existing code:

Note: I’ll lock my code in officially as Ludum Dare 25 approaches, but the GitHub links above will provide a snapshot of what I’m working on.

What I learned from last time:

  • You don’t have time to recreate Unreal Engine 4.
  • Gameplay is kinda important.
  • If you aren’t focused or you aren’t having fun, take a break.
  • Vote as early after submission ends as possible — it killed my ranking last time around because I slept for 4 days following the competition.
  • Remember that it isn’t about ranking, it’s for yourself.

In preparation I’ve been making a series of awful short timespan games I’m calling “S-Games” (take a guess as to why, screenshot) so I can practice finishing things, even though I finished in LD #24, it didn’t feel like I would. Two weekends before I’ll probably do a full-on practice with a few friends.

I do guess this is a little early, but to all those who think that they might do this upcoming Ludum Dare, do it! It’s a lot of fun even if it does drain your energy completely for a weekend.

Tags: LD # 25, ld25, ld48

LD25

I’m still in!

Even though I posted about being in around October, I’m here to say that I still am, and to update some links.
I’ve learned a lot from last time (this is my second time) and hopefully I can make a game that’s not a maze full of paper this time.

Toolset:

  • Language: Lua
  • Framework: LÖVE
  • Code Editor: Sublime Text 2
  • Music Composition Software: MuseScore
  • Audio Editor: Adobe Audition/Encore
  • Image Editor: Adobe Photoshop

Existing code:

Best of luck to all, and most importantly: have a good time! See you on the other side with a (hopefully) finished game!

Tags: awesomeness, Love, love2d, lpghatguy, lua

Comments

Datw
13. Dec 2012 · 21:17 UTC
“Tags: awesomeness”. Yeah, that WAS awesome.

Progress!

I’m making a game about a bridge who happens to be trying to collapse itself. You try to stop a bunch of engineers from fixing you by flinging them away and using powerups.

Programmer art title screen:

Everything is going much smoother than last time around, and I have a game that has gameplay!

Done! Submitted! Bridges!

I’ve submitted my game!
It’s a game about throwing people off bridges for your own personal reasons.
I’ll be back later to upload a scan of a list of villains I considered, I’m heading off to demo the game to some more friends now.

There are also goats in the game, or cats, or babies, or whatever. Officially we’ll just call them “nondescript animals.”

You can play it here:
http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=14296

Tags: animals, babies, bridges, british people, conscious bridge, consciousness, death, demons, despair, evil, goats, london, villainy

Game Breaking Bug Squashed!

So I went to demo the game to a few non-programmer friends who have not-so-great computers.

Before this time, I had only tested it on my supercomputer and a bunch of friends’ computers with mid-upper end gaming computers.

I discovered an issue with my camera tweening overshooting (which I was worried about and noticed small signs of before, but never fully fixed it.) I added four lines of code and submitted, and it all should be fixed.

As always, you can play my game HERE.

Give me a shout-out at @LPGhatguy on Twitter with feedback!
And as before:
+1 nondescript animal

Tags: bridges, close one, death, demons, despair, london, omg, scary

LD26

And so I enter Ludum Dare 26…

I’m back for a third go at Ludum Dare. After a first rather successful (in the personally fulfilling sense) and second substantially more successful entry, I feel. I will be entering with very similar sets of tools as the past two times but this time I will entering with ROCK-HARD DETERMINATION. That determination, of course, is to make something that makes me happy.

Tools:

  • Language: Lua
  • Framework: LÖVE
  • Code Editor: Sublime Text
  • Music Writing: MuseScore
  • Audio Editing: Adobe Audition CS6
  • Image Editing: Adobe Photoshop CS6


Existing Code:

Merry Christmas to all and to all a good night!

Tags: ld25, love2d, lua, photoshop

Music Playlist for Ludum Dare 26!

One thing that’s seldom mentioned is the music to go with all this game development!

When I’m not writing my music for my game this time around (which I really like to do) I’ve got a rather large set of music to listen to.

My 836 song music rotation for this time around is as follows:

Every studio recorded song ever from these artists:

  • Arcade Fire
  • Cake
  • Simon & Garfunkel

Every album-recorded song ever from these artists:

  • Avenged Sevenfold
  • Franz Ferdinand
  • Weezer
  • Green Day
  • Mumford & Songs
  • Queens of the Stone Age
  • Juanes

And a select set of music from these artists, either because of style changes or laziness in acquiring their music:

  • The Beatles
  • Leonard Cohen

If this music turns out not to be enough, I have a 360 track list of lots of classical music, including John Williams, Beethoven, and Jason Graves.

And if that turns out not to be enough, I have a playlist of musicals like Jesus Christ Superstar and Fiddler on the Roof prepared!

I think I’m set!

Comments

MikePad
26. Apr 2013 · 23:12 UTC
If you were sharing this playlist via a stream, I’d totally tune in… Good luck!

I’m not good at art

So I decided to clamp my environment color scheme down.

This here is the story of my life:
Yeah, right.

Yeah, right.

Ludum Dare 26 is done!

SUBMITTED!

And so I’ve finished my third Ludum Dare with complete sanity!

Just like my Ludum Dare 24 entry, this time around I made a game that was hardly a game at all.

I went for minimalism through colors and went crazy with sound design.

As one of my friends stated earlier today,

“the whole game is a plot hole!”

But I’m happy with it, and clocking at just over 4000 lines, I give you…

JOHN,

the game that isn’t a game at all, but was really fun to make.

You can play it here.

JOHN – Postmortem

This is a postmortem about my lövely game, JOHN, which you can play right here. If you haven’t played the game yet, this contains spoilers and the game takes around 2 minutes to complete, so go play it.

I’m rather happy with my game overall my third time around, though it is by no means a happy game.

JOHN is a game about being in a perpetual nightmare, and for being a game about eternity, it is exceptionally short. I was in a very similar mood as I was when I made my Ludum Dare #24 game, UNBOUND. The mechanics are very similar, the tile loading scheme is nearly the same, and the aesthetic is obviously from the same mind.

I began Ludum Dare on a stream on TwitchTV for the first while with my friend Brandon, known by lots of different aliases in lots of different places. It was fun, but I eventually turned off the stream on the second day because I wasn’t feeling great. That’s when I got most of my progress done.

Walkthrough of Authoring

Day 1/3 — A Plan? No.

On my first day, I got nothing done. I was still on stream throwing ideas out with Brandon, but none of them felt like they were any good. With the theme of minimalism, you could make anything, but I didn’t want to make anything, I wanted to make something special. I patched up a couple pieces of my game engine and went to bed early with nothing in mind to make.

It was then that I had a lovely nightmare-type dream that gave me the idea for the basis of the game. You would play as a character named John, and you would be trapped in a world that was inherently hostile, yet resembled something you once knew. I was excited to get working on it when I woke up really early, but I needed more sleep, so I went back to bed and woke up a little while later.

Day 2/3 — It begins.

This was the day where everything began to click. I developed a character with rather bright colors who resembled very heavily first version of the character from UNBOUND — you were top-down and were wearing a hat. I dropped the hat in UNBOUND, but kept it for some amount of depth in the character for JOHN. I made a couple animation frames and rigged together an animation system with some amount of character movement. This time around, I’d be rooting the sound engine within each of my game components so that I didn’t have to make too much artificial ambiance.

The character ended up something like this:

Character Progress (video)

By this time, I had figured out that I wanted the world to be a dream. You would then wake up into foreign world that would be revealed to be a dream. I implemented collision, a finalized map format, and a couple triggers in a special system. I drafted out the early version of the early “prologue” level which would span around 15 seconds on a standard playthrough, made another video, and published it.

Super Early Gameplay Video (video)

After the first level, I took a little bit more time and put together a bunch of tiles and sounds. I made title music, experimented with directional sound a bit, and finished a fader queue system that never did work right, which got some complaints in the reviews. I drew some sort of title screen too!

title_screen

I made something hostile in this game, which was something many people were complaining about in UNBOUND — there was tension, but nothing actually out to get you. I ended up with my lovely shadow demon:

Shadow Demon (Rough) (video)

After making that good gameplay element (which would only appear twice in the whole game) I decided to hit the hay for the second time.

Day 3/3 — Finish! Polish! Publish!

The third day consisted of finishing up the game, adding an ending, and fixing a couple sounds. My TODO list from the day reads the following:

  • Make Shadow Demon pretty
  • shadow_scream.ogg
  • Third Level
  • Fourth Level
  • tunnel_ambient.ogg
  • tunnel_cue.ogg
  • Atmospheric glow
  • Make wall scratching scary
  • VICTORY

And so I did everything on that list (though I changed the shadow scream to more of a non-human screech thing) and made existing assets a little bit prettier, about as well as I could given my lack of art skills.

I uploaded a video of my third level before moving onto the fourth and final level to demonstrate to some friends what sort of progress I had made with everything.

JOHN – Progress! (video)

I sent the game to a few good friends for a little bit of testing. The feedback was mostly positive, except that the game was really short. It was really short. I fixed a couple game-breaking bugs, and uploaded my entry with a couple hours to spare.

I went to bed some hours later after playing a few games and promoting my game on a couple of those streams.

General reflection

Unlike Ludum Dare #25, I’m not sure I had what I’d call “fun” with Ludum Dare 26. I’m happy with what I produced, certainly, and it was a great relief to pour my emotions into a game like this. Going into the competition, I felt depressed and terrible, but coming out of it, I felt quite a bit better. It didn’t last, but it was still a great break from the bleakness I had been living in.

My biggest issue in the ratings is going to be the length of the game. I personally feel like it is a “Ludum Dare size” game, as people must remember that there are over a thousand other games left to rate after my game, and I’d rather not take up all that time with a long story of pure anguish.

I’d love to do a write-up of the level format I wrote specifically for JOHN, so keep a lookout for that, as it’s a rather efficient format overall with relatively good results.

Thanks for your time.

LD27

Methinks it’s a fourth go!

Just one year ago, I participated in my first Ludum Dare. This will be my fourth experience, and I’m absolutely sure this event has changed my life.

I went through the experience of the past three Ludum Dares with different life events and different moods, resulting in quite a different game in Ludum Dare 25 when compared with 24 and 26.

Ludum Dare #24

I came to participate in Ludum Dare for a few reasons. I’ve struggled with depression my whole life, and I’ve been programming since 5th grade. Things were reaching a point where I couldn’t work on anything consistently, whether they were hobby projects or school work. I had been thinking about joining up in Ludum Dare but didn’t ever commit to it. But then, sometime last August, something clicked. I picked up LÖVE, a nice platform that allowed me to use a language I knew well – Lua – and still produce games that seemed pretty great.

I agreed to Skype with a friend of mine, Luke Weber, for the whole weekend while we both worked on games. He was working within ROBLOX, and though I’m not sure his game really fit within the rules of Ludum Dare, he had a lot of fun. Half way through the competition, I had very little to show for my work. Luke pressured me to continue on even if it meant my game wouldn’t be the one I had the vision of making going into the challenge. In the end, I created “UNBOUND,” which wasn’t really a game at all, and it hardly fit into the theme of “evolution.” Everyone posted rather constructive comments on the game and I was happy with what I produced.

Ludum Dare #25

For my second attempt at this challenge, I came in a little more prepared. I started about a month before the competition on a project – a framework on top of LÖVE that would get rid of all the mundane stuff like content management and make development of the actual game come first and foremost. I didn’t make anything too terribly impressive, and in the end I created a game that was much simpler than in Ludum Dare 24. It was a game about throwing people off of a bridge, called London Bridges. Why? Because my girlfriend of the time was an aspiring engineer. Other than that I have no justification for such a concept, but it was fun, and was remarkably more happy than what I produced in Ludum Dare 25.

Ludum Dare #26

By this time, the girlfriend I had in the previous go at Ludum Dare had dumped me. I was interested in a new girl, but it wasn’t going to work out. I had sunk pretty low again, and had been keeping a journal full of awful things. After participating in Ludum Dare, and creating a game that was essentially a spiritual successor to UNBOUND, JOHN I felt free of whatever burdens I had been carrying before, but with them went my emotions. I felt empty.

Things got better eventually, and that was four months ago or so. I’m excited for Ludum Dare 27 and whatever it brings, as long as the theme isn’t something like “evolution of kitten fishing” or the like.

See you all around.

Forgot one thing —

Yeah, I’ll also be using the same tools as the past two Ludum Dares, more or less. Whether my music is synthesized or played live depends on how I’m feeling. LD #24 and #26 were both synthesized for me, while I did some weird recorder playing for #25. It worked out well, so maybe I’ll pull out a few more instruments this time around.

This time around, if theme permits, I’d love to make a level editor so I can make maps that are a little bit more robust.

Tools:


Existing Code:

Perhaps a jam?

As you may be aware, this is my one-year anniversary of my first Ludum Dare. Each of the past three entries I have made have been competition entries, but there might be a change this time around.

My art has never been good, and I just happened to have found someone willing to do art for me, even though she’ll be at work for a good deal of the weekend. All should be awesome on that front.

On a similar tone, I’ll still be attending Friday Night Magic tonight, which lets me use the time that is Standard Constructed to bounce game ideas off of everyone.

If all fails, I’ll join the LDTP and create a tower potato game, but let’s hope it doesn’t come to that.

Tags: fnm, help me!, ldtp, Love, love2d, magic, women are a trap

What a nice bug!

This was a fun bug with the intro to our game. It’s been squashed, and now we’re pushing to the finish! 😀

Comments

Josh Riley
26. Aug 2013 · 21:56 UTC
That was my first idea for the theme! Can’t wait to check this out!

LD28

Jam Playable – Polish Time!

The jam entry I’ve got going with my girlfriend (the same artist who did my last entry with me, :Fast :Food) is almost completely complete! I’ve got a little UI code to optimize and some menus to write, but otherwise, we’re just about set. This is great since she can’t work tomorrow on the game and I’ve only got a couple hours on Monday before submit time.

The game is a fighting game with a few characters (three right now, I’m pushing for a fourth to balance out everything) and only a single button. You hold that button to swing your sword, and tap it to hop in the direction of the arrow at the bottom of your side of the screen. Both arrows are random, so you have to account for anything coming your way. It mixes randomness and skill into one bundle and it’s great fun.

You’ll be able to pick what direction your arrow starts at, putting you towards offense or defense, and we might have something to the tune of Divekick gems in the game. We’ll see how tomorrow goes for me, because all the art is done!

We still need a game name! Help!

Here’s what a little battle between two of the characters looks like:
Fighting Game

Thanks, and see you all on the other side!

LD29

Ludum Dare #6!

Howdy!

This is my sixth entry into Ludum Dare and my girlfriend, Cassie’s third. This will be happening the weekend we get back from Seattle’s Sakura-con, which will perhaps provide some sort of inspiration for our game, for better or worse. I’ll be doing all the code and audio for our game, while Cassie will be entirely in charge of visual arts.

My set of tools is as follows:

  • Operating System: Ubuntu GNOME 14.04
  • Code Editor: Sublime Text 3
  • Score Software: MuseScore
  • Audio Editor: Unknown/Custom

Cassie’s tools:

  • Operating System: Windows 7
  • Image Editor: GIMP

Frameworks and code snippets:

See you all on the far side!

LD32

In for 32!

I’ve skipped out on the last few Ludum Dares because of life, but this time, that all changes.

This time around, I might just participate!

I’ll be using:

  • Editor: Sublime Text 3
  • Language: Lua
  • Framework: LOVE + Carbon
  • Art: Krita and/or Photoshop
  • Audio: MuseScore!

I’ll be using a framework I’ve been working on for non-LOVE things (Carbon) and we’ll see if it’s any good in a pinch!