mcfunkypants

LD23

Postmortem TOOLS Survey

We love stats! We love you!

Everyone interested in helping us determine what tools you used (language, engine, etc.) please fill out this very short survey. We also have a more in-depth survey, with demographic questions, created for a thesis, here.

Tags: postmortem, survey

23

This entry was posted on Thursday, April 26th, 2012 at 8:51 am and is filed under LD #23. 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.

LD24

IN IT – BUT NOT TO WIN IT

http://mcfunkypants.com/jam/

http://mcfunkypants.com/jam/

I’m not here to win: just to have fun.

I don’t plan to stay up all night or win any awards. I wonder: is it even worth it to write an “I’m In” post on Ludum Dare anymore? With thousands of participants, no one blog entry is visible on this page for more than a couple minutes. That said, tradition dictates that I enthusiastically declare my desire to be in this month’s LD48. I’m in! Woo!

Platform: web and mobile (android)
Language: either html5 (phonegap) or as3 (stage3d+air)
IDE: SublimeText or FlashDevelop
Tools: 3dsmax, photoshop, cooleditpro

Good luck, everybody! Have fun! Don’t forget to eat! I can’t wait to play your games.

P.S. Shameless plug to the left. If you want to make my day, check it out! =)

 

Tags: Book, im in, McFunkypants, screenshot

Fantasy Map Tactics Terrain

I’ve always loved the “fantasy maps” that you find at the beginning of all fantasy novels (LOTR, Game of Thrones, etc.). There’s something exciting about seeing the map, with all sorts of interesting looking places just begging to be explored. I thought it would be fun to make a turn-based strategy tactics wargame based on this visual style.

I’m creating my game in HTML5 using jquery, because something like this doesn’t need 3d rendering performance, and because it is very easy to turn the game into a mobile (android, ios and ouya) app using phonegap. I started by first drawing some typical fantasy map icons using marker on paper:

After scanning in the images and creating a spritesheet, I wrote a simple random map grid creation class. It uses deterministic random procedurally-generated terrain (a seeded mersenne twister PRNG) so that a complex map can be recalled with a single integer seed value (no need to save a huge array to disk/cookie/localstorage). I then add extra water tiles around the edges by varying the shoreline randomly. Finally, I scatter hamlets, towns, cities, forts and castles in non-blocked tiles and give them random location names by combining two syllables from an array of three-letter strings. This results in a fantasy book-style map with scattered forests, mountains, hills, swamps, and deserts that hold a plethora of interesting-sounding locations.

Finally, I implemented an A-Star pathfinding algorithm that can navigate a character around obstacles to get to any waypoint on the map (the green and red blocks: green is how far you will move in a single turn before running out of “energy”). I also coded a line-of-sight (LOS) algorithm for use in the combat, which means that eventually projectiles and magic spells could be cast in a straight line but would be blocked by mountains or towns. The light beige blocks are tiles that you are able to attack.

There’s no actual gameplay yet – no enemies or win conditions – but at least you can move around the map.

The game jam is half over: so far so good! Wish me luck on this grand adventure: my quest is to make something that is fun enough to provide some replay value and will hopefully serve as an ideal proof-of-concept for a larger and more polished project over the next few months. I love Ludum Dare (and Orcajam – this weekend’s local game jam gathering).

Tags: McFunkypants, progress, screenshot

Comments

25. Aug 2012 · 19:55 UTC
That looks great!

Mars Orbital Just Launched!

For this year’s “October Challenge” I am proud to present Mars Orbital, a 3d platformer game with “skateboarding-in-space” physics. I had so much fun making this game, and I’m really happy with the result.

BUY IT HERE! PAY WHAT YOU WANT!

It should run great on any Windows machine, old or new. The game uses the openGL fixed-function rendering pipeline, which means that it should run fine even on laptops or older PCs that can’t handle today’s advanced shaders. Playtesters have reported framerates as high as 300 FPS when running on a modern gaming rig at full HD (1920×1080) resolution!

It uses PhysX for realistic rigid-body physics simulation. It even supports non-convex solids, which was essential for proper handling of snowboarding or skateboarding-style “half-pipes” and level geometry with rounded corners.

The game consists of 12 levels, including a hidden “bonus level” (hint – do a blind jump to the left on the first level), a “speed round” (where you try to collect as many powerups as possible in a limited time), even even a simple “boss battle” (where a ball of electricity tries to push you off the ledge).

Trailer video:

Use the arrow keys to move. Collect as many powerups as you can and avoid falling into space. Find the teleporter to warp to the next level.

With the right amount of momentum, you can pull off insanely big jumps between platforms!

Gameplay footage:

Screenshots:
                   

Tags: McFunkypants

8

This entry was posted on Friday, October 19th, 2012 at 8:09 am and is filed under October Challenge 2012. 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.

LD25

We destroyed the $250 fundraising goal!

The Charity Game Jam just started, and we’ve already DOUBLED the fundraising goal of $250 that I set. I had to quadruple the goal just so that the “thermometer” wasn’t bursting before the jam had even begun! We’re all so grateful for your participation. This is going to be EPIC.

You saved the princess!

The Charity Game Jam was a huge success. Our initial fundraising goal was $250 and as you can see, we destroyed it! Mission accomplished. Achievement unlocked. Boss battle won. Princess saved. THANK YOU VERY MUCH, EVERYONE! I’m humbled and grateful for all your enthusiasm, hard work, and generosity. Should we do this again next year?
Play The Games Here! | Keynote Video | Announcement Post

Tags: 8-bit, awesomeness, Charity Game Jam, Funkytron, McFunkypants, motivation, nes, pixelart, retro, screenshot, SuccessStory

Comments

ZeDrak
27. Nov 2012 · 00:18 UTC
Is it alright if games are finished a bit late? :)
27. Nov 2012 · 00:33 UTC
Great stuff, that initial goal was destroyed! (As was the 2nd reset goal(s))
27. Nov 2012 · 07:55 UTC
“Should we do this again next year?” YES!
27. Nov 2012 · 08:43 UTC
I’m a little bit disappointed that there are 72 games made, but only 19 were submitted to ludumdare.com. Also there are many games I couldn’t play because of the framework and me using Opera.
7Soul
27. Nov 2012 · 21:34 UTC
I didn’t even know I could submit it here too.

Did it now :3
Nsmurf
28. Nov 2012 · 18:17 UTC
I *only* submitted to the LD site, because the submission process didn’t work for me. I want to do it again next year, but without a confusing submission process.
Cipher
27. Nov 2012 · 11:30 UTC
The people have spoken! WE WANT MOAR! xD
Attrition
27. Nov 2012 · 15:01 UTC
Definitely do it again next year. This year was a lot of fun and it had a good start, we can raise even more if we keep pushing.
Hyde Wyvern
27. Nov 2012 · 19:59 UTC
I loved it! This was my first jam ever and I had so much fun :) I had problems compiling my game in Html5 so I had to leave it as an .exe and put the download link…I wonder if it is ok?
Garfeild
30. Nov 2012 · 16:18 UTC
Definitely repeat! It was amazing LD.
goerp
01. Dec 2012 · 13:52 UTC
Definitely worth a repeat.

But could we add one more thing to the wishlist?

With the regular Ludum page you can leave feedback. That’s something I really like.

Pathos – titlescreen

Progress on my puzzle game is great. I’ve COMPLETED the gameplay code with placeholder (coloured rectangles) art. The rest of the weekend is polish. First up, a fresh title screen and new name for the game: PATHOS.

titlescreen

Tags: McFunkypants, screenshot

POSTMORTEM: Pathos – a puzzle strategy game

I had so much fun this weekend – late nights, inspiration and community.

This also marks the 12th game I made in 2012 – thus successfully completing the 12-in-12 quest. Feels so great! I love my life.

Presenting: PATHOS – A tragic love story and pathfinding puzzle game. PLAY IT HERE!

Click to PLAY!

The brave Princess Pea is on a quest to rescue her one true love, Sir Mushroom.Torment them by building a labyrinth. Can you drive the lovers apart without making it impossible?

Art Credits: Johannes Sjolund, Luke Mehl, FantasyMapMaker, and Piotr Pawlowski. Grateful thanks to the artists above and everyone who participated in the LPC at opengameart.org as well as the Ludum Dare and #onegameamonth communities.

Click to PLAY!

I wrote this game using HTML5 (javascript) using canvas. I’m not using any game engines – this was so simple I just did it from scratch.

Levels were designed using TILED editor‘s export to JSON data. If you’re looking for a great open source level editor for your games, I highly recommend Tiled.

The maps are done in two layers, one for background tiles like grass and flowers, and a second that represents objects that can block pathfinding.

There are 5 levels that you can select from on an overworld fantasy map, with a bonus level that is randomly generated.

This is a turn based strategy game that uses the a-star pathfinding AI algorithm as the base mechanic. Two lovers are randomly placed in the terrain and your job is to spawn new walls in such as way that instead of walking closer to each other for a tender reunion, our intrepid lovers are driven farther and farther apart.

Click to PLAY!

The strategy here is that you can’t make it completely impossible for them to reach each other.

This means that it is GAME OVER if you create a labyrinth in which the two lovers are unable to eventually reach each other.

Why? A true villainous spirit (you) wants to have them never lose all hope – to never give up – but to experience the heartbreak of a love that is just out of reach.

The sound and music is handled bySoundManager2, which uses an invisible Flash sim for compatibility but could use HTML5 sound if it exists. Once browsers “just work” with mp3s I’ll enable this setting.

Click to PLAY!

You can choose to start from any of the six levels. There’s a sandy desert island, a twin rivers bridge level, a lava-filled underground volcano, a grassy lush island and a haunted crypt. Finally, I threw in a basic random level generator for a tiny bit of added replayability.

I hope you like it! I had so much fun making this. Thanks to the Ludum Dare community for being so awesome.

I’d like to flesh out this game engine to build more complex turn-based-strategy games in 2013.

I personally prefer a more cerebral, thoughtful, non-twitch game these days. As 2012 progressed and I found myself getting caught writing games that were technically easy to code (shooters and platformers) I started to come to the realization that I would never generally want to play these kinds of games. I grew out of them decades ago.

Click to PLAY!

Why make the kind of game you wouldn’t want to actually play? This is why I expect to focus on puzzle, strategy and RPG genres in 2013 as I embark on my second year ofmonthly game-making.

This kind of game also lends itself very well to mobile and cross-platform design. Though people have tried to make platformers and shooters on mobile, on-screen joysticks and touch controls on twitch games are frustrating and unsatisfying.

Low-end phones and tablets also struggle to keep up with rendering. I prefer to focus on the kinds of games where I don’t even care what the framerate is.

Turn-based strategy was made for mobile. It works on old computers. It is perfect for busy people who have a coffee in one hand while riding the bus. For relaxing after a long day. There’s enough stress and gunfire in the real world – I want me games to be relaxing, interesting and challenging – like a game of chess or a great novel.

Click to PLAY!

The next step in the development of this simple game engine is to port it to run on my phone using either phonegap or cocoonJS.

If I get enough response from playtesters (please rate and comment upon my game on the Ludum Dare website!) then I will flesh it out into something more complex; more levels, more balancing, additional mechanics. Perhaps even a level editor.

It all depends on whether “it sticks.” This rapid game development technique I’ve enjoyed this year lends itself very well to playtesting. You quickly prototype a game in a weekend, release it to gamedev friends, and see which ideas resonate with others.

This is a valuable technique since many devs find themselves spending an entire year (or more) on a game before letting others try it. Only then do they discover that perhaps their game isn’t going to sell well, or was in need of tweaks to the gameplay.

Click to PLAY!

Creating a dozen prototypes a year is a great way to “throw a whole slew of ideas on the wall” and then find out which ones stick.

Those that do are deserving of further development time and polish.

I think a great idea for my next year’s gamedev would be to work on bringing 1 game out of every 12 I make to fruition. To build it up to professional levels in the hopes of a public commercial launch.

The rest are “incubators” – brainstorms. Mental exercise. A way to hone my skills. To learn new things. And to have FUN! That one reason alone makes them worthwhile – the rest is icing on the cake.

If you’d like to try your hand at rapid game development and prototyping, I warmly encourage you to check out the initial I’ve started called ONE GAME A MONTH. I pitched the idea to a few people on twitter last week and the thing exploded.

The response was more than enthusiastic – it literally went viral. We’ve had over a thousand people sign up.

Your new year’s resolution: join www.onegameamonth.com in 2013! Earn XP (experience points) and achievement awards for doing what you love: making games.

Tags: McFunkypants, postmortem, screenshot

LD26

#1GAM wants YOU!

One Game A Month - www.onegameamonth.comOne Game A Month loves Ludum Dare. You see, #1GAM is not a game jam. It is the gamification of gamedev. You earn XP and achievements for doing what you love. We rely on game jams to motivate us. Like doing workouts, the goal is to become stronger, faster, better gamedevs by releasing many small games.  We’d love to have you join us – 5000 strong and growing! Please SHARE YOUR LD48 GAME with us!

 

Tags: #1GAM, McFunkypants, OneGameAMonth, SpreadTheLove, SuccessStory

Seven Screenshots: Day 1

The  #7DRTS  (Seven Day Real Time Strategy) Game Jam at +Ludum Dare has begun!  (http://www.ludumdare.com/compo/2013/07/05/minild-44-announcement/)

I’m taking part and hope to post one screenshot per day for the next seven days – from concept to mockup to beta to release. I hope to make a simple puzzle/boardgame style RTS that features lots of castle and road building.

My initial idea: think reversi (othello, gomoku) plus civ/simcity/carcassionne.

Played on a top-view fantasy overworld map. The strategic focus is on the road network (or train tracks). Any time you capture a city and own both the first and last city in a network, you claim the entire trade route. Just like in reversi, you can suddenly flip the team of a long row or column of cities if you capture the “ends” of the chain.

Wish me luck!

7dfps-strategaia-sketches

Tags: #7DRTS, McFunkypants, screenshot

LD27

LD28

Charity Button Challenge

Charity Game Jam II Turbo – Nov. 23-30 – www.charitygamejam.com

www.charitygamejam.com

Turbo160pxHOW TO PLAY:

  • Make a new game (or edit some old ones!)
  • Style points for using the theme word TURBO
  • Add the charity button to the main menu
  • Submit it to charitygamejam.com Nov 23-30
  • Spread the love! Make games for good!

Time for the second annual Charity Game Jam! Last year, we raised fifteen hundred dollars for the Make-a-wish Foundation. This year, we have a quest for you: the CHARITY BUTTON CHALLENGE. Your mission is simple: take an old game or make a brand new one and add the charity button to your title screen or main menu. You can send players to the charity you personally like best! Whatever has the most meaning for you.

Spread the love! Encourage others to donate to charity by joining in on the fun of the Charity Game Jam, which starts on November 23rd and ends on November 30th. Thank you!

Tags: #1GAM, Charity, Charity Button Challenge, charitygamejam, G4C, GamesForChange, McFunkypants, OneGameAMonth

#NOKILL #LD48 CHALLENGE

I hereby issue a gamedev challenge for you all. Can you make a game without any killing? Can non-violent games be fun? Are you creative enough to think of more interesting interactions? Try the #NOKILL #LD48 challenge! =) Spread the love!
NOKILL-LD48-BIG

Tags: #NOKILL, challenge, McFunkypants, non-violent

Comments

cbear_wallis
09. Dec 2013 · 19:57 UTC
we must band together people xD I love this idea <3
foxor
09. Dec 2013 · 19:59 UTC
Lets do it!
09. Dec 2013 · 20:06 UTC
Mmm, the majority of my LD games are non-violent… Last time I actually challenged myself to make a game with combat. It wasn’t that fun I guess.. I think non-violent games are easier to make.
steamgirl
09. Dec 2013 · 20:15 UTC
Yep I’m up for it!
09. Dec 2013 · 20:18 UTC
100% committed to this.
laaph
09. Dec 2013 · 22:04 UTC
But.. but… I already have plans for violence in my game! I have other games with no violent interactions. Why this one?
09. Dec 2013 · 22:43 UTC
Finally an alternative subtheme that isn’t lolrandom foolgarbage like “potato”.
10. Dec 2013 · 14:13 UTC
You’re on.
10. Dec 2013 · 21:51 UTC
Yes! 1000 times yes!
11. Dec 2013 · 15:26 UTC
great idea ! +100
12. Dec 2013 · 03:57 UTC
I support your initiative but cannot partake! :)

Airlock One: a puzzle game

I finished my puzzle game! Play: Mars Orbital: AIRLOCK ONE. A puzzle game. Your mission: build a space station. Rotate hull blocks to create an enclosed shape with a yellow line around all edges. Can you make a perfectly sealed ship with no open sides? Use the mousewheel or keyboard to rotate blocks. Click the floating pieces to choose another.

AirlockOneScreenshots-01

Tags: Screenshot McFunkypants #NOKILL

LD29

Of course I’m in!

Well, I always do an I’m in post before entering another Ludum Dare. This must be my… hmm.. tenth? Who knows. I am in. I’m planning to write my very first Unity3D game. GOOD LUCK AND HAVE FUN!

LD32

LD33

I’m In

I’m In. Using unity. I’m teaming up with two talented artists, @fasterthanlime (sound) and @sir_carma (meshes).

GOOD LUCK EVERYBODY!

– McFunkypants

Comments

dbyrge
21. Aug 2015 · 23:43 UTC
Will you be doing any live streaming?

LD35

LD36

I’m In

Of course I’m in. I’m always in. =)