cardboard

LD24

Link to my game

And here is the link!

Comments

Cake&Code
28. Aug 2012 · 20:38 UTC
How succinct!

LD25

Possibly In

I am going to see how the rest of my week goes because finals are coming up next week and I am thinking I will study for them. Yeah, that is probably a good idea.

 

I am still hoping I will have time to participate, and if I do I will be using:

– LOVE2D

– Tiled (possibly)

– Notepad++

– GIMP / Photoshop (I usually use only GIMP for things like these since it is free, and free is good)

– Mixcraft (possibly)

– Spotify (So I can set up a Ludum Dare playlist to keep me focused)

 

I also have some people that might be interested in helping, so I might end up doing the Jam, but doing so over the internet rather than in one physical location seems like a difficult task and complicated.

 

Good luck everyone!

None Shall Pass : Post-Mortem

I’ll start this off by saying that I really enjoyed this Ludum Dare. Last Ludum Dare I participated in (LD24) I didn’t like the game I created at all. Well, I sort of liked it, because it was the result of my hard work. But I didn’t like it as a game. This time around I quite like my game. It isn’t the funnest, and the AI I implemented sort of sucks, and one can win the game by holding attack while to the far left of the screen, but I like it.

Looked at others’ post-mortems to see what to do, so here goes (bullet-points for brevity):

The Right

– I successfully completed the Ludum Dare! (for the second time)
– I created a better game than my last LD
– I implemented the style of art that I was hoping to, and pretty successfully in my opinion
– I implemented some form of AI (although the knights are not very smart still) which is my first time trying to create AI
– I actually commented my code while creating my game
– I managed my time pretty well
– I am pretty happy with the audio I created
– I actually want to continue to work on the game and hopefully add different attacks and a new way to block, a delay between attacking, less cheatability, and better AI
– I really appreciate everybody’s comments :)

The Left

– I think the game is too long for how monotonous it is
– I agree with one reviewer that the gameplay is bland, which is why I hope to add more to the game to mix things up
– I would have liked to make the wave/kill HUD(?) look better
– I feel like I was oblivious to the outside world while I was working (is this a good thing?)
– I don’t know what else to put here
– I like reviewing other peoples’ games, but I find rating hard, because I appreciate everybody’s games and think they are all great

 

And now a screenshot to make this post less boring:

@_wampa__stompa

I like the way the legs look when the knights jump :)

LD26

I’m (Somewhat) In

I’ll be gone pretty much all day Saturday so I will probably only get <10 hours of work in, but I am going to at least give it my best shot.

 

I’ll be using:

  • Python/Pygame (or Atanua if I feel like failing miserably)
  • Mixcraft or Famitracker for music
  • bfxr/sfxr for sound effects (if I utilize sound effects)
  • GIMP and/or PixelEdit for art

Any tips for game creation in a very short time (shorter than the already short 48 hours)?

Comments

26. Apr 2013 · 15:04 UTC
Tip #1 – use your Saturday as best you can. If you have a smartphone, make content on it (there’s several free apps out there for sprites and music). If nothing else, just get a good plan in your head – work out the code structure, the game rules, and the art styles you want to use.

Tip #2 – Get something on screen FAST. A square is good. Then add your gameplay one small feature at a time and make sure you always have something that builds and plays (for some value of play). That way, if the deadline comes up, you can submit something.

Tip #3 – Use source control (I like mercurial). Check in every new working feature. If that means checking in every 5 minutes, then do it. This works with #2 allowing you to back yourself out of a corner in case you started to write something you can’t finish.

Tip #4 – Use autotracker (see the LD tools page) for your music if you can’t compose on Saturday on a smartphone. With only Sunday to work, you need to save as much time on content as you can so you can focus on code. PyGame can directly play the tracker files it spits out.
cardboard
26. Apr 2013 · 19:26 UTC
Thanks for the tips! They are very helpful.

LD27

After Death / Post-Mortem

I like my entry this time. I don’t know how to write a post-mortem. Thanks for all the feedback; it is great. I enjoyed all the games I have played and reviewed thus far, and will enjoy the games I play and review in the future. You are all awesome. You being everyone that submitted anything. Anyway, time to talk about me and my game. No, this will not be in Swedish, sorry.

Here is a screenshot:

Things that are the things that I think went well:

  • I like the overall feel of my game. I haven’t really experimented with atmosphere and mood before, but I think I did fairly well on mood. I guess I’ll know how I did when the voting results come out.
  • I like my game’s sound effects. I recorded them with a crappy desk mic and Audacity.
  • My game’s music doesn’t bombard my ears with badness like the music I make usually does. Or at least not as rapidly and harshly.
  • I wasn’t sure if I would be able to make an adventure game, and it turned out to not be so hard (after I did a lot of brainstorming and planning about the best way to create the game that would allow for me to expand my game at a later time or create new adventure games from scratch.)
  • I like how my game looks. Plasticine is awesome. Stop-motion animation is awesome.
  • I feel like the framework I’ve created allows me to create other (similar) games super quickly. Well, editing/creating the graphics takes way too long, but at least putting everything together and adding sound effects, music, etc is super quick.
  • Adventure games are cool, and I’m glad I made an adventure game. I have only seen a few other (point-and-click) adventure games in the Ludum Dare, so my game is at least somewhat unique. I wish there were more though; they are super cool.
  • I’m sure other things went well, but I don’t want to make this list too long.

Crap:

  • The main bad thing that I can think of is that I didn’t get to make my game as big as I had originally planned. Here are some stats on what I had in the game and what was supposed to be in the game:
    • THING: IN GAME / PLANNED
    • Unique Objects: ~14/36
    • Views: 4/12
    • Rooms: 1/3
    • Puzzles: 2/7
  • Views are just the different sets of (objects and background image) in a room. For example, the room is called ‘bedroom’ and the views are ‘bed’, ‘closet’, ‘door’, and ‘medals.’
  • Not getting to add all the content I had planned is all I can think of that sucked. I guess the major headache after the comp ended sucked too, but that was after the comp, so it doesn’t matter.

ComPost / Post-Comp Version*

*There are no additional puzzles in the ComPost version, only additional rooms of different art styles to explore.