tuism

LD29

How do you gif?

 

 

 

 

shark003

 

One of the toughest things to convey in pictures is the sense of motion :) I wanted to put this gif into my entry page, but can’t do it, is there any way of doing it that I’m too silly to not have thought of?

My entry: http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=35114

On another note, it’s so nice to see so many gifs doing the rounds here, love it love it :)

Comments

28. Apr 2014 · 16:04 UTC
I don’t think you can put gifs on your entry page. I mean, you can, they just don’t animate.
28. Apr 2014 · 19:01 UTC
Ooooooh that Gifcam is really cool, I have something else called LICEcap, but gifcam is better from what I see :) Cool thanks!

Highscore screenshots = design a level for SUPER LANDSHARK MISSILE ATTACK!

I was unable to put in an actual highscore logging mechanism in my game, which was unfortunate, but I really wanna see what people can do with the game – so here’s a comp!

Send me a screenshot of your SUPER LANDSHARK MISSILE ATTACK highscore, and the toppest scorer this week will get to design a level (well I’ll build it of course) for the game! 😀

Find me on Twitter, on Facebook or just comment here :)

landsharkscore_BANNER

Postmortem: SUPER LANDSHARK MISSILE ATTACK

This was my first Ludum Dare ever, and my 3rd real game jam in total ever (did one Indie Speed Run and one Global Game Jam, and by far my best jam ever – each jam builds on the previous one, and the LEVEL UP that one gets at game jams are just TOO MASSIVE TO PASS UP. I hugely encourage everyone to do game jams as often as they’re able to!

My LD48 game SUPER LANDSHARK MISSILE ATTACK turned out way beyond all my own expectations. I was never good with Unity! Please give it a look :)

One thing my experience has told me is that I always write postmortem part 1 of my jams and then never get to part 2. So screw that, I’m going to do this one quick and in reverse chronological order like Memento :)

Score attack!

Another thing I was sad to not have had time to put in was score tracking, so I’m making a competition! Send me screenshots of your high score and the highest scorer this week (ending Monday 5th May) will get to design a level for SUPER LANDSHARK MISSILE ATTACK with me 😀

landsharkscore_BANNER

Adding sound

I didn’t have time to add in sound and music, which disappointed me greatly, so I played the game over some rocking track and made a video of it :)

Finishing

Eventually I detailed things a bit more, added more levels (there are three in total right now) and colour and juice and stuff and rushed it out the door in the final 6 hours:

landsharkpost07

 

Fleshing it out

I dropped in a bunch of objects, found some homing missile code, and went to town in a gameplay test. AND IT WAS AWESOME. So I pretty much didn’t change the gameplay from this kind of stuff:

landsharkpost_05_gameplayTest_web

And then amped it up in magnitude, and added score tracking and a timer, which made EVEN MORE AWESOME

landsharkpost06

 

Physics

Then I spent more than half of day one trying to get the physics for landshark working. One of the things I really wanted was for him to swim up walls… And generally defy gravity. Eventually after a lot of maths and help from other people’s maths:

landsharkpost_03_physics_web

landsharkpost_04_physicstest_web

Planning

I actually don’t remember where the idea came from. All I remember was that initially I wanted LAZERS. But that was hard so I went missiles :) This was my “project manager” over the weekend:

landsharkpost_01_book

What went wrong:

  • Very little actually, I was REALLY surprised.
  • Lack understanding of Unity physics (or indeed any maths physics), of Quaternions, of Vectors, etc, made it really really tricky.
  • Didn’t budget time for sound and interface.
  • I wasn’t sure what the scope was from the beginning and built as I went
  • Spent a ton of time on swimming up the wall mechanic… But didn’t end up using it a lot. It was one of those REALLY out of the way mechanics that had all sorts of mad implications that I couldn’t have considered when I was making it. Like falling into the infinite sky 😛 But it’s not really so much “wrong” as “something I can explore more” :)

What went right:

  • Being surrounded by other jammers, we could all ask each other about things. It REALLY helped everyone 😀 Jam in a herd! If it works for zebras it works for jammers!
  • I let myself go – picked a theme, basic idea, and just explored how it played. The lack of a solid, defined, “dead” goal from the get-goal for me allowed for a refreshing exploratory approach to this jam.
  • Not having to justify every decision, thing to try, etc in a team made it really easy to rapidly try and discard ideas. Not that I don’t appreciate being in a team. I really missed being able to specialise and do what I do best and let everyone do what they did best. Good for time, less good for focus and attention to detail.
  • Google Sketchup. Seriously, it’s the only 3D program I know and without it I wouldn’t be able to make ANY 3D. Well, besides the cubes and spheres. Thanks for the fish shark!
  • Unity. I give it lots of hell, and it gives me lots of hell, but without it I would never ever have made something that looks so big in such a short of time. And this applies to EVERYONE. It’s a great big sandbox, all you have to do is to find how other people did what you want it to do… And remember syntax XD

It was truly fantastic! I’ll never ever miss another Ludum Dare EVER! 😀

Tags: chaos, LANDSHARK, madness, mayhem, missiles, shark, Steven Tu, tuism, Twoplus Games

Comments

29. Apr 2014 · 10:36 UTC
Why are my gifs not animating XD They’re gifs!!!!

Post-compo version ahoy!

shark002B

Tomorrow (today, since it’s midnight and I’m about to go to bed) is a public holiday here in South Africa, so I’ve decided to put it into adding some stuff for my LD game Super Landshark Missile Attack – not for the compo of course :) I’ve had some really invaluable feedback from everyone who’s ever played and engaged with me, so thanks so much 😀

So what would YOU like to see in Landshark? What did YOU find missing/too much/don’t touch? I will try my damnedest best to get to make LANDSHARK as good as it can be, but the better the input and feedback the better I can do it in the very limited time I have… So – please help me jump this shark! 😀

Play SUPER LANDSHARK MISSILE ATTACK here! Then tell me what you’d like in it! 😀

Thanks guys!

Super Landshark Missile Attack Massive Post-compo version update!!

Landshark_logo

Ever since the end of #LD48 I’ve been working on improving Landshark Missile Attack (what a mouthful), and seeing as it’s the last 24 hours of voting, I’m NEVER going to get all the changes I want to do before the end of that. But damn there’s a lot already, so here goes:

SUPER ANDSHARK MISSILE ATTACK POST-COMPO EDITION V2!

(and the orignal LD48 Compo version)

Changes made to this version that I can remember:

  1. A thumpin’ track by Tim Harbour! Unfortunately hadn’t gotten to sound effects yet.
  2. Focussed on one level, removed others for now.
  3. Screenshake! Of course!
  4. Removed time limit.
  5. Fixed stuttering bullet time.
  6. Health + death mechanic added.
  7. Eat people to heal.
  8. Removed swimming up walls for now.
  9. Added enemy dropship.
  10. Aerial dodge – double tap forward, left or right while airborne!
  11. Missiles and dodge energy reload when you land.
  12. So wow, so much. Can’t remember.

This was my first Ludum Dare and it has been incredible! There’s still A LOT MORE to add and improve on SUPER LANDSHARK MISSILE ATTACK, but I need to know if you think it’s worthg persuing! do get in touch if you wanna see it get further / finished!

Or did I even go the right way with the changes? Would love to hear your thoughts!

Thanks for your time! 😀

Here’s an instagram video cos my gif capturerer thing doesn’t wanna work :( http://instagram.com/p/oKTdcXN1aF/

And now, bed. 4AM >_<

LANDSHARK_003 LANDSHARK_001 LANDSHARK_002 LANDSHARK_004 LANDSHARK_005 LANDSHARK_006

 

Play and download SUPER ANDSHARK MISSILE ATTACK POST-COMPO EDITION V2! And tell me if I went in the right direction since the original LD48 entry! XD

 

 

LD31

The strict conservation of everything

 

 

 

 

Hi all!! Progress has been slow… (Also I avoided using “progress” in the title :P) But I have A GIF! WOO!

Block_Party_gif_tosser

So what is the strict conservation of everything?

A lot of people said they hated the theme, that it’s too generic, that it was not “imaginative”… I didn’t think so at all! It really depends on how you “police yourself”. You can be as open-ended as you want or as tightly clamped as you want. The point is it’s really up to you!

So me, I took the restriction REALLY strictly – Entire Game One Screen meant that I could not instantiate anything into the game after it started. This had quite a few profound effects on game design:

  • No bullets. They weren’t there before the game started, they can’t be there after.
  • No “secrets out of a treasure chest” surprise. Same as above.
  • No destroying anything – well this wasn’t strictly in the rules, but if I took anything away from the game, it would empty out the game as it went on. And since I can’t make stuff, taking stuff away would be detrimental. I played with the idea of the subtraction being part of the play, but decided against it.

And so my whole game is designed around everything being there all the time! It is a versus arena game, and instead of guns and bullets, there are boxes, and six characters with different abilities. Each time a player died they randomly come back as another character. When boxes fall off the bottom they wrap like Bubble Bobble. Nothing is destroyed. Players are one-hit killed by flying boxes in any direction.

These are the six characters that I’m working on:

  1. Tosser – picks up boxes and tosses them.
  2. Punch – punches boxes into opponents and even out of the air
  3. Stompy – Kills by stomping – has a fast-fall stomp attack, could also affect boxes.
  4. Porter – randomly teleports a box from elsewhere on the screen in front of him, tele-fragging them if they’re caught by it.
  5. Amy – she throws boxes at an arc instead of a straight line. Possibly needs tweaking. (Amy because “aim”… Yeah I love terrible puns)
  6. Sucker – pulls a box towards him to surprise opponents from behind.

 

Now, have I gone and overscoped myself again? I don’t know, but at least it’s all just in one screen :)

BACK TO WORK!

Technically halfway there…

Previously, in The Strictest Conservation of Everything: (quick recap) I’m making a game that neither creates anything nor destroys anything, to conserve exactly what’s in the screen. To that end, I’m making 6 characters that all do different attacks with boxes flying and lying around the arena, Bubble Bobble style, kind of.

I’ve made three of them! So technically, I’m halfway there… Technically.

Say hi to Stompy:

Block_Party_characters_gif_stompy

Stompy is the fastest “faller” in the game – well, that’s his attack. No, he doesn’t do much with blocks. Sorry.

 

Next, introducing Punch:

Block_Party_characters_gif_puncher

Punch is a bit of a surprise guy, his attacks can go through a barrage of boxes, but he can’t actually punch anyone in the face due to a psychological condition that he would rather not talk about.

 

And thirdly, say hi to Tosser

Block_Party_characters_gif_tosser

Tosser tosses. That’s his style. Straight forward to a degree and potentially self-lethal.

OK three more characters to go… And then MORE JUIICE and then SOUND and then OH GODS NO TIME

Stuff I learned & applied this LD31: Restrictions, Goals, Getting people to play, and a bonus gameplay video :D

I wrote quite a bit on my experiences on LD31, which boiled down to these points:

  1. Restrictions are good – and why this theme was pretty awesome for me.
  2. I set out with a few learning goals, and this is how I applied them.
  3. Things to keep in mind to get more people to play your game.

Linking to my post so as to not over-spam the LD feed with wall of text, but I think it’s really worth a read, because I learned a fair bit and I think these are good things for everyone to think about as jammers!

Then, a sweet gameplay video for my game No More Boxes.

And a little look at the characters of No More Boxes :)

 

 

 

 

 

 

 

Please give No More Boxes a play! 😀

Tags: game jam, learning, No more boxes, players, restrictions, Steven Tu, tuism, Twoplus Games, unity3d

Best of my 100

One part of really wanting to provide constructively criticism to every game I play is that it takes forever 😛

Finally I’ve played and rated my 100th, so I think it’s high time to highlight some of my favourites THAT I HAVEN’T SEEN MUCH LISTED BY OTHER PEOPLE (because it’s better than telling everyone about the same games over and over again), in no particular order:

 

Compo:

Approaching Grace

Sam Oates Games (82)
This one had some really smart design despite it being very derivative of Binding of Isaac. The dual characters + obstacles really gave a sense of needing to protect “each other”.

birdsong

Managore (203)
The Shader work that made this a reality is AMAZING. Backed by really good production value and great mechanics. Superb.

The Operator

little-burrito (43)
This was the game that had the least game, but damn what little game there was, I LOVED all of it. Amazing concept. Gave me a sense of awe. Great.

Gridception

Hammers (40)
Another one of those games that gave me a “huh, what’s the fuss ab… OMFG” moment. Really cool.

Maze Escape

Gins (62)
Amazingly designed, shares a similar greatness with Ball Room from the Jam entries below.

Snowball juggling Olympio

Benjamin (133)
Incredible game, incredible mechanics, amazing details, it’s basically a complete product. With things to discover too. And really conveys its theme so well through its mechanic, I love *that*.

 

Jam:

Ball Room

BroCade (45)
Superbly well designed platforming and puzzling mesh. Love it to bits, and it’s even got a atraditional twist to the platforming.

Ring Ring Ring

InHelli (39)
The way this game toys with your emotions with so few elements is incredible. FEAR. Delicious pixel fear.

Bionic Bliss

Mechamew (70)
So well written, so well executed, so cute :) It’s not the deepest game ever but it has heart, and that’s great.

Laundry Day

Omiya Games (56)
A really surprising game. Takes a mundane concept and makes it… mundane, but there’s a lot of fun in that mundanity :)

Farm Invaders!

Reyn (32)
Surprisingly well designed for such a tiny thing. All the elements come together in a cohesive form like a great boardgames, but without the wait.

 

Then of course there’s my own Compo game, which is pretty damn good too, if I do say so myself :)

No More Boxes

A deceptively cute multiplayer arena platformer physic-em-up that came out “different” because I thought really really really hard about the theme and restrictions :)

 

Well done LD 31! You’ve been amazing as usual! Looking forward to the next one already! 😀

Comments

little-burrito
19. Dec 2014 · 23:42 UTC
That’s so cool of you to mention me here! Thank you, I never thought that would happen! 😀

How is everyone doing their controller support?

Hey guys

Seeing quite a few multiplayer games, I haven’t had the time to play them all, but I’m wondering if you guys have any tips on how best to implement controller support (for Unity)?

My own game No More Boxes basically just uses two keyboard control sets for P1 and P2, and then set up two joystick supports for joystick 1 and 2, mapped directly to xBox 360 controller buttons. For Mac.

This has many shortfalls:

  1. The Xbox 360 controller button mapping is different between OS X and Windows natively… Weird.
  2. People with non-360 controllers (or on the wrong platform) can only change controls via downloading the offline build and going through the Unity built-in launcher.
  3. Which means the web build is not necessarily the best solution for multiplayer games… Which sucks.

Does anyone have insights into a better way to do controller support on web version Unity?

Thanks guys :)

Comments

pht59x
26. Dec 2014 · 10:07 UTC
For a jam, I think multiplayer keyboard-based controls should be enough: WASD for P1 and arrows for P2. If you go for something more complicated, your game won’t simply be played/rated by many people.
26. Dec 2014 · 11:46 UTC
plus there is cInput on the LudumDeals, which allows the player to change controls within the game (though that has to be implemented)

LD32

Mandatory “I’m-in” post

Not sure why this is necessary at all even, but I’m in YAY 😀 We have a venue and about 10 people jamming, should be fantastic :)

Mecha cop: Over-ambitious?

So the idea is that you’re a cop, you have various types of mechs to take the criminals to task… And try not to sacrifice too many bystanders.

I want a levelling system to get access to better and better mechs, a fairly big city to patrol, and, well, non-programmer art.

……. Too ambitious?

I’m going to doze a little bit and see how far I can push it tomorrow.

mecha_cop_005

 

(is this animated gif working for you? It only works for me if I click it. I swear it’s not a NPAPI plugin issue 😛 )

Tags: gif, mecha, mecha cop, platformer

Too many systems, haven’t even arted yet… Should I go for the jam?

Being an artist/designer first, I’m really struggling to put the whole “programmer art” paradigm into action, and spent a ton of time on damn box mecha which I will be changing anyway.

That, and my idiot overscoping has made my current predicament of the game being woefully underpolished.

So, what do you do when you get to this point? Do you drop the compo and go for a jam so you can polish up and make it what you really want it to be?

mecha_cop_006_1 mecha_cop_006_2 mecha_cop_006_3

 

Comments

19. Apr 2015 · 18:49 UTC
If you don’t have time to even finish then i’d say do the jam. However, if you time to complete it, just not polish, then aim for the compo still. You’ll never create a totally polished game in 48 hours that you’re 100% happy with. It’s just about having fun with it. :)

Straw poll: your OS & how you’re playing

I’ve been super disappointed that I’ve hit game after game that only has a solitary Windows build, as I’m running OSX. Alternating between Chrome and safari as needed (webgl runs like poo on safari it seems, but I like that tabbing away from a unity web player game puts it to sleep or something, the music goes off).

Then I read Unity’s own stats puts Windows web players at 98%. Dayum.

But then I realized that specifically among game devs, especially in #LDJAM, that number might not be so high, so I thought I’d ask here.

  • Which OS/browser are you running primarily?
  • Are you having any trouble playing this crop of games?

 

Comments

Iak
21. Apr 2015 · 11:44 UTC
I run windows primarily, Ubuntu secondarily.

I use chrome primarily, firefox secondarily.
natalye
21. Apr 2015 · 11:50 UTC
I’m playing on a Windows PC but trying the Web version for any game that has it (and some games I’ve seen only had a web version). Running Chrome, opening Firefox for games that used Unity Web Player.

Mostly not having trouble playing games.
NIGIC
21. Apr 2015 · 13:47 UTC
Welp, I was expecting an actual Strawpoll link.

What’s up with the “winning formula” of LD?

I keep reading about the “winning formula” being a well put together platformer, and I was wondering about the validity of such a thing.

Is it just because that’s the easiest thing to make well in a short time?

Is it because game devs have some kind of bias towards platformers?

Is it because everyone in the world loves platformers?

Is it because we are all subject to the Oedipal complex and am still heavily in love with Mario or whatever we grew up with? (Just like how I still love all Jackson and Madonna’s music, there’s scientific proof behind how people’s favourite stuff are whatever they grew up with) (so one day LD will be dominated by FPSs? That’s a sad thought)

What do you think?

LD33

How’re you submitting your Unity3d game?

Quick one:

Are you using WebGL?

Or sticking to Web Player?

Or just doing offline builds in OSX/Win/Linux?

Or GameJolt (with combinations of above?)

Or Itch.io (with combinations of above?)

Or carrier pigeons?

Or still everything?

 

(I’d do a poll if I could, could you, on here?)

Comments

23. Aug 2015 · 20:22 UTC
Using WebGL; hoping to build at least a Windows version out as well.
unitycoder_com
23. Aug 2015 · 20:22 UTC
i’ll submit all those (webgl as main, then webplayer, win+osx+linux)
23. Aug 2015 · 20:24 UTC
I’ve always just done Webplayer versions, but I might do a WebGL version this time too.
Josh Riley
23. Aug 2015 · 20:31 UTC
I’ll def do windows and web player (clearly marked as unity web player to avoid frustrating chrome users). I tested a GL build yesterday, and it was a little sluggish, and the frame was slightly off center, but I may add one of those and mark it as expiremental on the game page.

PokEscape: a quick not-yet-postmortem

Below is duplicated from my own site: Twoplus Games. Not-yet-postmortem because I need to see the score before calling a postmortem 😛

 

TL;DR: Had an amazing Ludum Dare, one week to go for rating LD33 games, so go play my game (available as web, windows, osx, linux):

Play PokEscape now!

 

PokEscape_04_combined

 

Interpretive Dance

 

Last Ludum Dare, I went in with pre-conceived notions of what I was going to make, and I felt it would have been better if I didn’t. This time, I went in with a blank canvas. Hell, I didn’t even look at the theme list to prepare myself.

The theme was You Are the Monster – a theme quite a few jammers bemoaned because it’s quite close to a theme a few LDs back – You Are the Villain. I wasn’t around back then (darn kids, right?), but I vaguely had the feeling it was done before. I didn’t care though, brainstorm commenced, there were a few decent ones, but when our chatter made me laugh out loud, I knew I had to do it;

You’re a monster. You’re a pocket monster (pokemon). You’re the lamest pokemon ever. You’re Magikarp. No, you’re so lame, you’re Magicrap. But you want to be the best you can be. Which is Gyrados. No, Gyradeuce. The crap puns flowed. I laughed, and off I went.

 

A stealth game where you have to eat your cover

 

That was the final destination of the core mechanic brainstorm, and that turned out to be super important. There were many interpretations of that core mechanic alone – Initially the game was not going to be on a grid, and physics-based, so you would dash around the place and slide and roll, etc. A turn-based version was also considered. But eventually a real-time, grid-based system was decided upon because it was actually the most predictable in terms of building and balancing.

 

Art priorities: 1. Fast, 2. Acceptable

 

The process was fairly straightforward, I made placeholder art because I didn’t want to spend too much time on art in the beginning, and just like the previous LD, I didn’t really get a chance to update them later. I think this is pretty much going to be the norm rather than the exception. Make okay placeholder art, but don’t waste time on them initially.

I’m privileged in this regard because I’m an artist/designer primarily. But don’t worry, what advantage I have on art I make up in shortcomings on my coding side.

 

Three dee two dee

 

The one interesting thing that I feel like is worth talking about technically and art wise is the 3D/2D effect that I have, where the sprites order correctly. Anyone who knows about z-sorting knows it’s a chore, and I didn’t feel like making the game constantly read y values and re-assigning them to different layers at runtime. So I tinkered and came up with this:

3d2d

By tilting all the sprites at an angle, they overlapped correctly without having to programmatically set each sprite’s layer at runtime. The camera is a perspective camera with a limited field of vision, so it looks 2D, but is set in 3D.

I really liked how the effect came out – there’s a little 3Dness to it but still has the 2D charm that I love. And I didn’t need to make polygons 😛

 

In action

 

First of all, thanks very much for all you who played and rated and talked about it! 😀

Initial feedback on the game was super cool :) It’s currently sitting on 110 ratings, which I think is the highest I’ve had (though I can’t confirm this, don’t know how to look up past rating counts).

There’s also been a bit of coverage by some really awesome people 😀

By Indiegames.com

By Jupi

By AmyNapkins

By LarryChupacabra

 

Thanks for reading! If you have a moment, try it out for yourself?

Play PokEscape

 

Comments

07. Sep 2015 · 21:54 UTC
Loved this game! And reading about its creation was awesome to read as well. 😀