adam4813

LD25

I’m half in

Though I will be working morning into afternoon, I plan to participate. By setting a reasonable goal and keeping my ambition in check I think I can complete a fun game in 2 evenings.

I plan to make an HTML5 game using Craftyjs. I will be using paint and Gimp for graphics.

I am still not sure what I should use for sound effects and music, any tips would be most appreciated.

PS This will be my first LD, but it wont be my last, and hopefully next time I will have the full time available.

Tags: im in, ld25

LD26

So, yeah. With family and such I wasn’t able to pull together the basic movement system until today. I set a reasonable expectation for myself, a one button Pac-man. However the delay cost me not being able to add more levels, smooth the movement or find all the little bugs in the movement. Still for my first LD I think I managed all right.

Without further delay, I introduce:

MINI the MALISM Potatoe Beetle

Title Screen

 

Tools: Game Maker Studio (only because of the notice of 3 hours before it started) and some MS Paint.

Tags: #one-button, minimalism, pacman, Potato Challenge, Potatoes

LD27

Ready Fight!

Guess I will be entering after all since I decided earlier if the theme was 10 seconds I would make this awesome game.

I am making a 10 second twitch fighter. It is only multiplayer, player 1 is A and player 2 is L, and all you do is click START. The first one to hit their button after it says FIGHT wins.

You can check my development live stream (recorded) at Twitch.tv.

Prototype can be found at Dropbox use the included help.rtf to if you can’t figure out how to play. Play continues until someone reaches the point limit.

Forgot to mention I made it in GameMaker Studio 1.1 with a free use background and background music. Everything else I made.

LD31

Road to Ludum

I’m in! I plan to enter the jam with some friends under the tentative name Team Sigma. I will be streaming my whole effort and hopefully my other teammates will as well.

Comments

Adam
04. Dec 2014 · 03:39 UTC
Got the team ready now just need to finalize the engine choice.

Orders of Magnitude day 1

So we are off to a great start with a rather non-gameplay theme. Our development can be view via the twitch here adam4813 and clonk2u multitwitch

We creating a future police catches time altering baddie action game. It will be using an isometric viewpoint with 3d worlds and 2d sprites for the characters.

Our fit for the theme is that of Order of Magnitude. You start out at the world level. From there you select a location (an event in the time stream). A view will zoom up to fill most of the screen zooming in on the street level. From there it will do this again once your reach the boos building, and will do it once more for the boss room. The concept is that the whole game is on the screen, but most elements are so tiny you can’t see them being sub-pixel in size.

A sampling of one of the location theme songs can be found here: Orders of Magnitude WW2 theme. I must stress that this is about an hour of work and refinement will be forthcoming.

Additionally here is some sample art Sample art for Orders of Magnitude and a terrible display (default UE4 level) of the camera angle to be used Orders of Magnitude isometric view.

Also in case anyone wants to comment, our thought process and organizationally madness can be found here Orders of Magnitude thoughts and organization.

Orders of Magnitude by Team Sigma

Check out our game Orders of Magnitude.

Orders of Magnitude title screen

Orders of Magnitude High Quality soundtrack

We took a loose interpretation of the theme where you zoom in by orders of magnitude to play different parts of the levels. There are some game play issues that we didn’t have time to address, but i feel given another day we would have has a very solid game that could be considered retail ready.

__________CREDITS________________
| CODE : ADAM MARTIN |
| 2D ASSETS : ROB WITWORTH |
| 3D ASSETS : JOHN TELFORD |
| MUSIC+SFX : AMPLITUDEPROBLEM |
| VOICE OVERS: ELIJAH LUCIAN |

LD35

My first Ludum Dare (a postmortem)

I first signed up for LD something like a decade ago but this is the first time I actually made the time to finish a game. I’m pretty happy with what I turned out, but I thought I should make some notes for the inevitable second attempt …

Time-management-wise I was happy that I found enough time to finish a game without it utterly consuming my weekend. I think I may have sunk a bit too much time into playing around with the game-in-development when I could have been adding to it – certainly the timelapses I’ve watched don’t seem to involve as much, let’s say, “testing” as I did. The one regret is I didn’t have time to add audio. I know that I could have thrown some appropriate sound effects together fairly quickly using sfxr or one of its variants, but I basically had no plan for creating music. That’s something to figure out in advance of next time.

Also on the topic of knowing my tools, Game Maker was pretty quick for throwing together something that got sprites onto the screen, and some of the things that bug me about it (like not being able to create functions with named arguments) were a lot easier to ignore when I knew the limited scope of the project. I spent quite a while during the compo figuring out how the tile and particle systems worked, though, which I could have done in advance. I think the game probably still contains a particle type called SMOKE_LEFT which actually goes to the right, and vice versa.

I think I made a sensible choice in the game idea since it was easy to get the bare bones working but had a lot of scope for adding stuff. I might have been a bit laissez-faire about this, though; I had key content such as tiles missing until late Sunday evening because I figured “there’s time to get that done, putting a dragon in it is more important”. (Anyone who looks at the project file will notice how chaotic the tile palette is, which is the result of figuring I wouldn’t need most of the possible configurations and only drawing the ones I needed when I needed them.)

As far as gameplay goes, I think it’s fun, but having not played a lot of LD games previously there’s definitely more of a trend in the more polished games towards ones that can be finished in some sense. I went for a score-attack based game because I figured that with limited time to create content, it’s easier to produce more fun for the player if the challenge is repeatable. Having watched a couple of streamers play my game, though, I suspect some people were disappointed by the lack of a “you win, stop playing and rate it now” point. If I do an updated version (hopefully!) I’ll add a medal system giving you various scores to aim for, and maybe a gallery showing how many of the possible forms you’ve seen.

I think I also needed to telegraph the objectives a bit better. When I was picturing the game initially, I intended there to be a big arrow on the screen at all times pointing you in the direction of the Power Matrix. In the end I didn’t add the arrow because I wasn’t having trouble finding it anyway, but that’s probably because of knowing the map a lot better than most players. As a result I think some people were confused that they didn’t get any points for killing enemies, because the main objective of tracking down the matrix in order to transform wasn’t flagged clearly enough.

Oh, and the platform physics are too slippery. No idea how I didn’t realise this while testing but the tank in particular is way too hard to bring to a stop. Fortunately, the player can fly a lot of the time anyway.

Anyway, it’s been great fun, and I’ve enjoyed playing and rating the other games in the compo too. Now to wait (with a little trepidation) to find out how I scored …