Photon

LD22

New Guy is in… maybe.

Well, I have just recently come across this place and I must say I am intrigued. I think I might give this a shot, but given my work schedule this weekend and other important things, I may just end up spectating. I can take comfort in the fact that these are somewhat frequent!

Questions!

All right, new guy has some questions:

1. When we talk about base code, what are we talking about? I mean, I have some programs that I have made lately that experiment with physics, as well as a program that does some grid-based graphics placing. I am not even sure I would use them, but what exactly do I need to declare for use in the game, per se? Do I need to declare what I intend to use for graphics and sounds?

2. Can you post games directly to the site? I would think not, but I’m asking anyway. If not, any convenient place I could sign up for quickly that won’t hurt me with sign-up fees and stuff?

Comments

12. Dec 2011 · 20:04 UTC
– I you want to use some of your earlier code, you must make it public and available for anyone prior to the start of the jam. I’m pretty sure all your graphics and sounds have to be done during the 48h, so I think you can’t re-use anything.
kAlekki
12. Dec 2011 · 20:21 UTC
1. You could just tell what language/IDE you use, if you’re using any libraries, it would be good to mention them as well =) People usually also tell what programs they use for gfx + sound.
Photon
12. Dec 2011 · 23:20 UTC
Is it necessary to declare these in order to use them though? In the rules, it talks about making stuff public in order to use them. If I wanted to use my physics experiments, would I have to post them to this site?

So close…

So when does the submission period for mini LD #31 officially end? I’m close to being finished, but still have some work to do… and I also need to figure out how I will get the game unto the internet. It will hopefully be my first time putting a game up on the internet. Excitement!

Comments

7heSAMA
24. Jan 2012 · 04:51 UTC
Uh… I dunno, technically it was over yesterday right? But they’re pretty lax with the miniLDs from what I gather.
25. Jan 2012 · 09:51 UTC
Hey,

LD23

Game Premise!

OK, so I have been thinking, and I finally have come up with something I think I like! Well… oh, yeah, and in case you were all wondering, “I’m in.” First LD! Didn’t partcipate last time because of when it fell in relation to other things. But this time, I am hoping to get something done!

Anyway, here it goes:

A young twelve-year-old boy who is a master of micro technology for his age but really short gets fed up with being picked on for his size, so he goes home and invents an armlet that amplifies strength based on size. The idea is that the smaller you are, the less your strength is dispersed, and you can become stronger the smaller you are. But when he uses it, it ends up shrinking him to an even smaller size! Now he has to get to the main control in his lab to turn it off, but now his inventions are identifying him as a security threat and he must get past them to get back to normal. However, the armlet does work, and now that he is INCREDIBLY small, he is INCREDIBLY strong. Can he get back to normal?

Hopefully it will turn out. I have a basic idea of what I am doing, but I have to be choosy about what game mechanics I try to implement.

LD24

*smacks hand on desk* IN

December of 2011, I found Ludum Dare shortly before it began and prior to some important business. As such, I spectated.

April of 2012, I decided to try my hand at it but quickly realized that, again, other things were more important that needed my attention. So I ducked out rather quietly.

Now, I believe it may be time. I may still have work, but I want to do it this time! LET’S GO!

So then, so far the plan is:

Language: Python 3.x
Libraries: Pygame
Graphics: GIMP and/or MSPaint
Sound: Not sure yet… sfxr perhaps?
Music: Anvil Studio (yay MIDI)

Also, I have a bit of a to-do list before Friday…

1. Start a dropbox account or the like. After all, without a way to get the game on the web…
2. Actually get an executable going for one of my old games. Yeah, I have yet to move beyond hard code when it comes to my games as of yet, and that might need to change. Need to figure out py2exe or something.
3. Once those two are done, maybe I will post the executable to the dropbox to see if all went well. I have a game I made for a mini LD some time back that never made it to the net that I may try number 2 with and then post.

My fellow Python programmers…

Does anyone here who uses Python know how to use py2exe, or where I could find something that would get me a nice .exe file from my Python code? When I try to import py2exe in v3.2.2 of Python, I get an error. It says I am missing a build_exe module.

Seeking help

Is there a specific place here where we can ask the community for help on issues? It just seems that, especially during high traffic times like these, that posts fall off the main page pretty quickly, and I do not see any other prevalent way with which to get another programmer’s attention.

Comments

24. Aug 2012 · 14:56 UTC
There will be a number of pretty high traffic place those conversations will be taking place. The major livestreams are full of side talk, and the IRC rooms will have people answering questions too.

LD27

Second Wind!

So LD27 helped me finish and publish my only game from the summer. A little discouraging considering some of the other stuff I had been working on and what have you, but hey, it’s something. Any substantial progress of that sort is good.

So time to use LD again as a form of motivation. That’s right: October Challenge time!

I already have an idea. I’m thinking a simplistic run-and-gun platformer similar in nature to MegaMan, but with a twist. To gain extra powers, it comes down to also destroying regular enemies. As you destroy them, you absorb residual energies from them, and over time you inherit special abilities. This wouldn’t be solely weapon-based; the player might inherit different defensive or mobility abilities. As some examples, some potential abilities might be “Comeback” (short duration power boost after getting hit) or “Urgency” (charge attack speed increases as health decreases), and the player will get to choose which ones he wants to equip before entering a level. Some might even “level up” if the player manages to destroy enough of the same enemy throughout the course of the game.

So that’s my idea. Not going to say too much more until I have some actual work to show. I’ll probably be using Stencyl again, and I’m thinking for the monetary part I’m going to go with Kongregate. My last game (last time I checked) scored me somewhere in the 15-30 cents range. I think it’s a reasonable goal to shoot for $1+ this time. My primary concern at this point would be how big the project might end up being, specifically since I do have other obligations to attend to, but I guess I’ll see it how pans out. Feel free to leave any comments about my game idea; I appreciate feedback!

Photon’s October Challenge 2013 : Day 1

Hey everyone. So I did some more thinking, and I’m not sure about my last idea (as stated before) due to the timeframe. But then I ended up getting hit with something else that I’m now considering. I’ll copy some of what I posted on my blog today:

“I already shared one of my ideas on the LD blog (http://www.ludumdare.com/compo/2013/09/30/second-wind/), but I’m a little concerned about the size of the project in terms of getting it done in a month. But today, this new idea hit me. I would be sticking closer to some stuff I know I can get done, particularly graphically and musically (I still need to work on these skills). My idea is Pixel Ninja: Reset.

Why “Reset”, you ask? That is the main concept behind the game. PN:R would be a platformer much like Pixel Ninja, but with a more linear level structure as opposed to the survival schematic. As for the “Reset” part, that is one of your Ninja’s key abilities. At nearly any point in time when navigating a level, your player can use the Reset Code. It does pretty much what it sounds like: it resets the entire level EXCEPT for your player’s status and position. That means obstacles, enemies, hazards… nearly everything. I think this has some crazy potential to it; this could range from simple resets to restore a fallen platform to a more impactful reset that puts all doors and bridges back to their original locked/unlocked state (for better or worse). Those are just examples. Imagine the creative situations that could ensue!”

I like this idea, and I think I can handle the graphical and musical side of things too. Any comments? Hopefully I’ll make a decision soon and get the motor going!

Also, for those who don’t know my original Pixel Ninja game: http://photongamedev.wordpress.com/games/

Photon’s October Challenge 2013: Day 2

(Copied from my blog: http://photongamedev.wordpress.com)

So today, I did more brainstorming. I decided to start jotting down the different things that could have an impact on the game if they were reset. Among some of the interesting ideas:

  • Single-use items that can be reset and used again. You might have a bomb for instance, and three blocked gateways. You might use the bomb on one gateway, do what you need to, and then reset to get the bomb back for another gateway (while blocking off the other again). Perhaps the player might need to get a key from one area first before going to another blocked area (remember that the player’s status, such as collected items, is unaffected by a reset).
  • Trap walls and ceilings. A spiked ceiling might continually move down and the player would have to reset before he gets crushed.
  • Movable objects. You might need to move a crate over a trap so you can get over it. But what happens if you traverse the trap, reset and put the box back, putting the trap between you and the box?

I think, creatively speaking, tactically mixing different elements together in a level will be what causes the player “grief”. “I need to reset, but if I do, that door is going to close on me.” Stuff like that. So the gears are certainly turning!

Photon’s October Challenge 2013: Day 6

(Copied from my blog, www.photongamedev.wordpress.com):

Definitely missed a couple days of updates, but I’m back. Don’t worry, I haven’t given up!

So I’m finally getting to the point where I’ve started some actual work on the game; not much, but I’ve finally pulled all the resources for my old Pixel Ninja off my old computer and onto my new computer. I did some level sketches and I’m fascinated with some of the possibilities I can implement with this “reset” function. In general, the player can put himself in positions and even let himself get trapped in pursuit of completing a level, and then hit reset to throw everything back at default. Some levels will probably be designed to make the player do just that. At the same time, as I highlighted previously in another post, the reset itself may cause the player to trap himself. Be careful!

In other news, I’m going to use some Pixel Ninja assets at least initially, but I’m debating on whether or not I’m going to just go with a whole new theme and look this time around. It’ll depend on how involved I want to get with the graphics, as I’m not terribly strong in it and I may be getting busy here soon with life. We’ll see. At any rate, I’m not losing much time even I decide to switch, since I already have some assets ready to go and drawing any new ones for this particular art style isn’t too heavily involved.

So I’m excited! Stay tuned for more updates!

Photon’s October Challenge 2013: Day 7

(Copied from my blog: www.photongamedev.wordpress.com)

……

Oh, what’s that? Oh right, there’s another game I should be talking about other than Mighty No. 9. Or maybe not. Well, anyway…

Actually, I’m feeling a bit more motivated (slightly because of the latter; see my tactly entitled post “?!?!?!”). I got a rough version of the reset power working today. With Stencyl, it’s pretty easy to get what I’m going for by using scene reloads and then properly accounting for the new player position. I’ll have to think about non-resettable key items later as well. I’ll probably work on fine-tuning some physics-related parts of the game before I progress too much farther on actual level building, of course.

So yeah, progress. So… can I go back to posting about Mighty No. 9 now? Haha…

Photon’s October Challenge 2013: Day 8

(Copied from my blog: www.photongamedev.wordpress.com)

Today’s progress:

I plopped down a quick little test level for my ninja to run around in and started tweaking collision and physics stuff. The challenge is to kind of give this sensation of floating that a ninja might experience while keeping the actual handling clean and crisp. I’m thinking I’m just about there. I’ve got gravity about where I want it in terms of force and I think its just a matter of giving the ninja’s personal forces like walking a little extra “crispness”.

Either way, I think I can begin actually laying out the levels here soon in Stencyl. Exciting! Chugging along at a small pace perhaps, but I’m moving. I’m thinking I’m going to stick with this art style now too, as I will probably focus more on game coding this time around and, again, I need to be conscious of the timeframe allotted for the challenge.

Photon’s October Challenge 2013: Day 9

(Copied from my blog: www.photongamedev.wordpress.com)

Woohoo! I think I have the physics just about where I want them: nice and “crispy”! The only thing I might change eventually is the wall jump, as it feels a little unnatural at times. However, I don’t feel its going to hinder the progression of my game design as it stands right now.

I also decided I need to take some time to really consider how I wanted to flex this game’s “fun” muscles before I dove too far in. I have a great concept, but as far as execution went, I hadn’t thought too specifically about how to make it a well-oiled machine as opposed to a cluster of gimmick-stages. So I fell back on some of my personal musings about the construction of games, particularly this writing: http://wp.me/p3AkJt-4V

So where were do my priorities lie? As a ninja-based, action platformer, surely this was going to fall somewhat on the instinctive side of things: a healthy dose of speed with some nice variation to keep the player on their feet. But I was also struck more profoundly about the side-effect of my reset power: the ability to directly undo your progress. In most games, progress is undone as the result of stuff like a lost life or failed objective… mistakes by the player. But not this game; the player has direct control over the ability to undo (some) progress. And as I said before, the mischief here is that such a thing can be for better or for worse.

So what does this mean for the design of the game? Obviously, I’ve been working on the fluidity and speed, as I want the game to feel crisp to control. Pacing will be important to some of the potential chaos that can ensue. Beyond that, I think the utilization of some simple switch-ups and traps will keep the player guessing at times. My suspicion is that the player might start to lean on the reset power as a panic button when needed. A simple trap might spring that puts the player in an urgent situation. Do you mash the reset button in your haste? Careful, you may have to backtrack and redo a certain section of the level to get back that lost progress. I want to utilize little things that can subtly punish the player.

So, in summary:

  • Capitalize on speed for a more urgent pace
  • Throw little but meaningful wrenches into the mix
  • Challenge the player’s ability to maintain progress without punishing them too heavily

Part of it is about making the “reset” power complement the frenetic nature of the action platformer. Give the player their speed and control, then let the subtle change-ups and reset power keep them alert and mess with their head a little. Haha… I like where this is going!

Photon’s October Challenge 2013: Day 12

(Copied from my blog: www.photongamedev.wordpress.com)

Hey everyone. My Thursday and Friday ended up being quite long and eventful, and I was feeling a little burned out. On top of that, I might be getting sick. But who wants to hear about my woes? C’mon, y’all wanna hear about the GAME, right? So despite another absence, I knew I needed to get back into it before I let my rhythm get too heavily jarred.

So I’m chugging along, even if it be slowly. I started programming resettable game objects today, like the fading/crumbling platform. I’ve also brushed up the resetting power a bit so it doesn’t cause cloning (start position player and reset position player). I actually think the programming and stuff is going to be a bit simpler than I anticipated. Again, I think simplicity will be my friend here. I just think its going to be a matter of picking up my pace just a bit so I can make the October deadline, as I still have some graphical and musical stuff to think about.

So I still don’t have a whole lot to show, but I’m trying to keep some form of steady pace. I chose Stencyl because I know its good for rapid game-making and publishing a Flash game gives me an easy target for my $1. Stay tuned for some (hopefully) more substantial updates in the near future!

Photon’s October Challenge 2013: Day 13

(Copied from my blog: www.photongamedev.wordpress.com)

Still chipping away…

I was working on configuring basic gameplay settings that apply throughout the entire game, such as level exit conditions, total restarts of a level, item collection… stuff like that. Not much to write home about… again. But hey, progress is progress.

Where did I go?

(Copied from my blog: www.photongamedev.wordpress.com)

Short answer: homework and midterms this week. That about sums it up.

So down to business then, shall we? So first, the October Challenge. I can’t say I’m overly thrilled to say this, but I’m just not sure it’s going to happen. I have quite a few big things coming up school-wise near the end of October. As is often the case with LD, never seems to be enough time, eh (though timing is only half the issue; read on)? But that being said, I’m still planning to work on SOMETHING; I just don’t see it coming together before the end of October,and whether I continue this current idea or not is up in the air.

Which brings me to my next point. Why would I want to drop my idea? Actually, I’m not convinced it has to do entirely with the idea. I’ve come to a bit of a conclusion lately: I’m just not enjoying game-making like I used to in Stencyl. As a nitty-gritty programmer type, a part of me WANTS to work with hard code. And simply put, I’m just not sure Stencyl is at a point where I can really flex the power I want. Particularly, its the data management quirks that really get to me. Obvious things (define my own classes, stronger data scoping control) I can do with hard-coding don’t appear even remotely simple/obvious with Stencyl. Ultimately, its the trade-off of using a particular engine, of course; I want to be sure that I highlight that Stencyl is an incredible piece of software and its some of those streamlined features that kept me around, but for my personal tastes I’m just not sure its cutting it anymore. It’s just not as enjoyable for me.

So what’s the plan then? At least initially, I’m going back to my roots with Python and Pygame. Though I know that may raise the question of speed and performance, at this point and time I’m not too concerned about it. I’m going to try and build a personally-coded library on top of Pygame for my game-making needs and see how that goes. I’ve learned quite a bit, actually, from using Stencyl, and I feel better equipped to start more from the “ground-up” approach. And who knows? There are a lot of opportunities: in the future I could look into learning C#, as I know the popular Unity engine runs off of that. I think, at least for now, Python will suit me just fine; I know how to work with it and I have designed two rough games in it before.

So in short, I’m not going away. I’m still in the rough design phases with my Python coding (per my school and personal experience, I’m trying to get this whole “planning” thing down a bit better), but the gears are turning a bit more vigorously than they were before. And if you like Stencyl, don’t worry! I’ll probably still be around the forums and may still post some Stencyl-related materials on my blog here and there.

So there you go. Photon out. :)

—————————————–

Must admit though: I’m seeing a lot of stellar looking stuff (my eye has been caught my that drone game in particular)! Hopefully I’ll be playing some of it in the near future!

LD28

…In?

Oh boy. I’m not so sure about this. Exam on Saturday and on Monday and LD?

Haha… I guess we’ll see. 😛

I’m thinking I may try to hammer out something quick… something relatively no-nonsense? Probably depend on how much gas I have left in the tank. Those (blasted) exams have to have priority over this, unfortunately. Guess we’ll see how hardy I’m feeling.

Anyway, tools:

Engine: Probably Stencyl; possibly Python and Pygame

Graphics: MSPaint and/or Gimp

Audio: PXTone and sfxr

Simple, simple, simple…

Batteries Not Included

Presenting my game idea!

Based on the theme “You Only Get One”, you take control of three separate robots who all have to share the same battery. Each robot has his own key traits, and they also each consume battery power at a different rate. Learning to balance all this power and ability will be key to your success in this puzzle platformer!

Things are moving along rather nicely. I’ve pretty much programmed the basic movements on all of the robots, though I wouldn’t be surprised if I have to tweak things later. For now, you can muse on what each of these robots might look like or do.

Proto-a-go-go

http://www.stencyl.com/game/play/23122

Early prototype for “Batteries Not Included”

Pretty basic and maybe a little quirky, but it can at least give you a little idea of what’s going on. Hopefully I’ll give it a little update soon. Check the description for instructions.