christinaneofotistou

LD23

First Post and Post Mortem of Kumiho

screenshot for our game Kumiho
Fedor and I made this completely from scratch in three days (with little sleep):

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=13139
We’re proud of it and couldn’t wait to show this off to you guys! Please spread around, rate and comment :)

I will now attempt the daring feat of sharing what this experience felt for me, so we can all benefit from it as game designers/developers/artists.

Development notes:

It was exhausting and super fun. I particularly enjoyed composing the music, and how we came up with an interesting gameplay mechanic (teleportation).
Coming at it as equals and negotiating ideas did a world of good for our game. Our main inspiration was the Touhou series of games for Fedor (I’d only seen gameplay) and Ikaruga for me (finished the game several times).

I started doing graphics on Saturday morning. I worked on a mockup photoshop file full groups of layers, to which I returned throughout development. For example, when I needed a new enemy, I would fire up the mockup, draw the enemy next to all the other sprites and then paste it into another photoshop file and animate it separately. I would then export as individual .PNGs (Photoshop’s “Render Animation to Video” was very helpful).

Dropbox of course saved our lives, and we communicated through skype’s chat. In fact we haven’t even seen each others’ faces.
I used Photoshop CS5 for all animation and graphics, and Fruity Loops with free soundfonts to write and perform the music.
Fedor used Unity and I don’t know what else ^-^

Post mortem: We gave it our absolute best. A coding set-back made the scrolling clouds unusable, so Fedor had to wing it at the last moment, which left the background a little bleh in my opinion ( I had no time to make changes to the cloud graphics and scrolling). But even so, when at the last minute he managed to fix the clouds so we at least had some, it was very exciting. The level is very very well thought-out and very fun to play. It took Fedor, what, 6 hours? to come up with the patterns that complement the teleport mechanic.  The 3 hours before deadline were, for me, mostly about helping Fedor out with any requests, like changing sprites or giving him a list with all the visual elements he had yet to implement. I made a second enemy ship graphic in 15 minutes, since Fedor made enemies with two different numbers of hit points, and I felt we needed to be able to tell them apart. This was done 2 or 3 hours before deadline, when Fedor was struggling with the stupid clouds. He added the second enemy graphic in the game 1 hour before deadline.

I also wanted finite lives implemented (9 of them, as many as the tails of the Kumiho fox-spirit), shown only everytime you are resurrected from a death, in order to keep the interface as clean as Fedor wanted it. Scoring wouldn’t have hurt either. But we didn’t have time to even negotiate it, because the ideas came too late. Even if they had come early, we wouldn’t have had time. I stayed up Sunday 12am to Tuesday 6am, and it’s the longest I’ve ever been awake.

So, overall, I couldn’t have wished for anything better, I had the fastest and best coder at my disposal, we had a crazy schedule and working hours, and implemented almost everything we set out to implement, and still had time for a little polish.

Tags: 2D, final, game, ld23, pixel, pixelart, post-mortem, postmortem, Postmortem SuccessStory, screenshot, success, success story, SuccessStory, unity

Assets and Timelapse

OK, so here’s some development shots and various assets for our game, Kumiho

This is my visual reference chart, the visual references that most influenced how the game looks. Ikaruga has a prominent role visually, even though I did play some Jamestown, Touhou 8 and Xenon II to get a feel for things. I used a 21 color palette which grew organically as I added more and more stuff. It’s the strange shape at the bottom left of the timelapse. I also tried to keep with a vertical composition and Korean text, in its (less usual) top to bottom form, was a huge help in establishing the look. Korean and chinese drawings were also a big influence on the style.

I always like to have reference for everything before I start to work. In this case there’s background ideas, spaceship designs, photos of insects and stylized korean drawings.

Here is my timelapse.
I used one main photoshop file to draw new stuff, so that I could see them relative to other assets. Essentially, a mockup/overview of the game.

When something needed animating, I just copied it into a new file and went on from there. Cases in point:

Long explosion. Again, Korean and Japanese art influenced the shape

the flappy wings of the squid boss. I realised, from looking at slow-motion squid videos on youtube, that the movement is essentially a sine wave. Even so, this took about 2 hours

The ship was my first animating challenge for this game. I had chosen an asymmetrical design, so left and right animations would have to be different, and not just a flipped over version.

The tentacles. This took 3 hours. Sine wave movement again, but these were harder. The two right tentacles are flipped versions of the two left ones, with a time delay of 3 frames, so that the movement looks more organic.

Hope this helps,
Christina

 

Tags: final, game, game reference, jam, journal, post-mortem, postmortem, progress, screenshot, success, SuccessStory, timelapse, unity

LD24

My Second LD – I’m in!

Ludum Dare 23 was my first.  Me and awesome coder Fedor made a super-cool shooter called Kumiho, which came #5 in the Fun category.

This year I team up with Flash/Actionscript  legend Nathan to hopefully blow some minds :)
Fedor will compete in the solo competition, I’ll post details so you can marvel at his game too!

Good luck to every single one of you.

Tags: LD #24

Day 2

Day 2
<- well, I animated this little guy.  He is traversing the dungeon in a lemming-like fashion, so I crafted the following animations: walking, climbing, falling and attacking. More may be needed, but I think we’re good. The one on the left is the attack animation.

I also finalized the card format. Pictured here>

Nathan did all sorts of coding, and we have an alpha version that, as far as I can tell, knows all the cards and can deal the first hand. This is quite huge.

I’m getting down to business fleshing out the dungeon graphics. It’s going to be big tileable chunks of dungeon, in 3 layers so we can have some parallax.

After that I need to make the artwork for the cards themselves, based on their description.
Being a professional illustrator, I know that this job would be insane (30 cards), but that’s why I love LD !

I’m sorry to all the awesome people and your awesome entries, I just haven’t had time to comment.
Thanks for viewing

Christina

Tags: LD #24

Timelapse!

What a fantastic 3 days!!! Thank you LD! Congrats to everyone who entered, we make the community awesome.

I’m too dead to do a post-mortem right now, but it’s coming :)

Until then, here’s the 3-day timelapse of the art development for our game, Arcane Dungeons ( aka Evil Lord vs Angel for the salvation or perdition of a hero’s soul)

Watch it on Youtube

I edited out almost half the boring time inside Fruity loops, because I was just humming music to myself and that never makes for compelling viewing.

Love,

Christina

Tags: LD #24, ld24, timelapse

LD25

I’m in!!!

I am in! After a fantastic first LD#23 where Fedor and I made our superb shoot-em-up Kumiho

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=13139

And a great second LD#24 where Nathan and I made our hybrid-genre, sadly unfinished, super-ambitious Arcane Dungeons

http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=13139

I am in again!
I haven’t found a programmer, and have a deadline on Monday, so will go solo, and can only dedicate a few hours. But as we all know, a few hours in Ludum Dare time, go a long way.
So I’ll be using

  • Photoshop
  • Illustrator
  • Construct 2

and will keep my fingers crossed that the tiny amount of programming logic that I possess will be enough.
I’m probably going to make something tiny and not very ambitious, but watch out for my entry.

Good luck and have fun, all you wonderful people!
Never give up. Never surrender!
Workspace:
desktop.

Tags: LD # 25, ld25

Yes! Yes Yes Yes! I made a good game! Check it

sprite2-sheet0I haven’t been this proud of myself in a long time! I’m so glad to be sharing this with you!

Play it
Also, I didn’t manage to get all three pieces of music in the game (because I’m not a proper programmer), but I promise I’ll upload the soundtrack soon, as I’m proud of it too!

Thank you thank you thank you, for the fantastic experience, third time in a row!

checkpoint-sheet0

Tags: LD #25, ld25, success, success story

Game Soundtrack

_______________________________________________________
sprite2-sheet0

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These are the tunes for my game Trina of the Depths . Only the first two made it into the game. The encounter theme was to be played when you met the crab seller.

Here they are in .ogg format

1. Trina of the Depths – exploration theme

2. Battle theme

3. the Encounter

Made with FLstudio and lots of free soundfonts and my own samples of a gameboy bass

 

Thank you for a fantastic 3 days! I’m just beginning to scratch the surface of what all you people created. A definite improvement in content, I feel

 

screenshot secondary

Tags: ld25, music, soundtrack

Automatic Music Composition Tools

H-JEM
Random music composition tools. Better music means more polished games. Random generators are fantastic for inspiration, even to hardcore composers. Compiled with the help of Zeik and ChainedLupine in the LD chatroom.

These are all free except Easy Music Composer, and ACS which is shareware and in my opinion is amazingly useful even without a pro license. For me at least, ACS has an almost 1:1 ratio of success; it prompts immediate inspiration. I’ve personally found Wolframtones to produce quite meaningful ideas as well

music_2

http://codeminion.com/blogs/maciek/2008/05/cgmusic-computers-create-music/
Kindly suggested by AdventureIslands in the comments below. This is quite mind-blowing in fact.

wolfram-tones3

Wolframtones     <- algorithmic, very interesting pattern. Has preset genres like jazz, world, rock, etc.
SoundHelix-logo

 http://www.soundhelix.com/  <- Sound Helix  cool pattern-based compositions

( http://www.soundhelix.com/audio-examples )

images

Circuli   http://www.earslap.com/projectslab/circuli <- ambient generator

scs_emc2

Easy Music Composer http://www5f.biglobe.ne.jp/~mcs/emc.html

images

http://hp.vector.co.jp/authors/VA014815/music/English/autocomp.html< very very useful musical ideas. This is a must

*

Greasemonkey’s Autotracker-Bu <- Run “python autotracker.py”, you will get an .it file, then use your favorite tracker ( like http://schismtracker.org/wiki/Schism%20Tracker ) to export it to .wav or .mp3. ( link and description provided by jarnik )

*

http://www.bemmu.com/music/index.html <- music driven by a simple math formula. interesting convoluted results

*

http://www.earslap.com/projectslab/otomata <- freeware online version, paid iOS app

Please signal boost this post and if possible get it on the official site. What is a community without communal spirit!

Also be sure to suggest more of these

Tags: #LD48 #LD25, music, resources, tools

Those who don’t know (gaming) history are doomed to repeat it.

Look what I found, quite by accident, by going through Pixel’s previous games (click on the pic to get a link)
ikachan_4

Yes, a CaveStory-ish metroidvania, where you control a squid, with an unorthodox control scheme
What does it remind you of?

Why of course, my game, Trina
screenshot 2

As my Arts Professor said,  it’s all been done before. It’s all about different treatment of the same subject matter.

Disappointed and super-excited at the same time! On the one hand I’m not original, but on the other, I’m not alone in thinking an underseas game with bizarre controls is worth experimenting with.

Has this ever happened to you? Does it discourage you? Does it make you want to do better?

LD27

I’m in!

I’m in, this will be my 4th LD!
I’ll be using Construct 2, FLstudio, Adobe Photoshop and Flash (for animations).

Last LD, I had an idea for a space opera game.
But I got down with panic attacks on the first day, and I decided to take care of myself and it never got made, sadly. I’ve got so little time :(

But this time I’m back with a vengeance.

Meanwhile the idea spawned this;

character design

And I want to make it so much. I love having games ‘in the bank’

Good luck to everyone and have lots of fun!

Tags: im in

Legend of Troll

intro screen

(Spoiler gameplay video)

 

I present to you, Legend of Troll

This game took me 3 whole days, only managed to implement one of the 10 levels I planned, and injured my index finger.

But it was SO worth it! I’m so proud

Stay tuned for more levels, and a post-mortem /making of. I promise you it’s worth your while.

If you haven’t voted for my game yet:

http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=13139

 

mockup2

 

Tags: screenshot, success story

Timelapse and Postmortem for Legend of Troll

mockup2

Timelapse

Postmortem

This is for my game “Legend of Troll” http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=13139

So! I saw the theme at 4 am in the morning. I thought “this is an awful theme” like pretty much everyone, and then I was struck with what seemed a brilliant idea: what if I made a vertical space shooter where you and your enemies are superpowered for 10 seconds and then useless for another 10.

I got some sleep and prototyped it in the morning. It was boring and uninteresting. Then, for some reason, I thought about characters that have 10 seconds to live. But they are meaningful seconds, because they can do stuff before they die. This got combined in my mind with norwegian trolls and sunlight (which would be the trigger of their death sentence) and of course a healthy dose of Lemmings.

I spent a little too much time refining the mechanic, and a huge amount of time on music and graphics, but it turned out to be one of my more fun games. Plus, a fantastic start for a complete puzzle game.
I designed 10 stages, and only built one in the end.  I have no regrets, LD is the best, I want to participate for the rest of my life!!!!

Congrats to ALL who participated, and thank you for the all the games. Most of them were food for thought, and some of them were also very very fun. You should all be proud!

My plans for Legend of Troll is to finish 10 levels and hopefully a level editor, and do a kickstarter on it, to help me develop the rest of it.
Meanwhile, in my day job, I’m working on three games as an illustrator. So, wish me luck.

till next LD,
Christina

the cave riddle

artrage scribbles

hatch-falling

troll turning0002troll turning0004troll turning0005troll turning0006troll turning0007troll turning0008troll turning0009troll turning0011troll turning0012
troll-turning

 

Tags: jam, postmortem, timelapse

Comments

manuq
16. Sep 2013 · 19:30 UTC
Oh those are very nice design drawings! I hope you can get to complete the 10 levels. I will certainly enjoy them.

Shameless game promo!

poster large9-01
Hi lovely LD game-makers! You may remember me from my last 4 LDs, I’m the gal who worked on Kumiho, Trina and Legend of Troll.
Well, in my day job I’m an illustrator/animator, and this is a game I’ve been working on for a year and a half.

https://www.facebook.com/PrimeAlienWatchSquad
https://twitter.com/pawsgame

It’s going to be a kick-ass casual strategy game for iOS, Android and PC.

We are launching a kickstarter campaign this week, to fund its completion, since it’s about 60% done.
I’d greatly appreciate it if you could like our facebook page or follow us on twitter, and/or donate to our kickstarter. You’ll find the link on facebook and twitter as soon as we launch the campaign (within the week)
Show us some love! Oh, and get ready for a video of myself wielding a lightsaber… The shame!

Shameless promotion over

I’ve said it again: I love LD and want to keep doing it till I die.
Christina

Tags: 2D, game, indie, kickstarter, progress, support

LD28

Please support my game PAWS on Kickstarter! The cutest tactical game this side of XCOM! Update

poster large9-01

 

Hi fellow LD gamedevs! My game PAWS has launched a Kickstarter campaign to fund its completion. We’ve been working on it for 19 months and it’s really starting to shine, we think.

Take a look at our screenshots and please try the playable  alpha demo. If we get funded, the game will be available to the world in 6 months. If we don’t, it’s 19 months of work down the drain, because we’re poor gamedevs like everyone, and will not be able to develop it further. So please support our Kickstarter. Thank you for your time,

love, Christina

bling

alphademo

Tags: crowdfunding, kickstarter

Will be entering as well

I don’t trust myself too much, because of panic attacks, so I’m joining solo. Worst that can happen is I don’t make a game.

But I’m in!
As usual:
Photoshop, Illustrator, Flash for the art
Construct 2 for the code
FLstudio for the music

This is my last game, Legend of Troll

ingame intro screen

 

Tags: i am in

You only get one Follower

screenshot title

OK, this is my game for this LD!

A sandbox mix of Terraria, Populous, that old game “Diggers 2: Extractors”, Dungeon Keeper and From Dust. I tried to be 100% bound by the theme, and decided on “you’re a Goddess, and you only get one Follower”.

Since there’s not a lot of gameplay, it’s still too early to say if this has potential. If it does, please let me know. If it sucks, ditto.
If you have any requests/ideas or know how to make an A* Pathfinding algorithm that works for platformers and doesn’t make my AI look dumb, please PLEASE chip in 😉

dug

It’s my 5th LD and I loved every minute of it. I had two panic attacks during my 3 days of making it, but anti-anxiety medicine are my friends these days anyway.
The most rewarding part was, even though I’m an illustrator I actually spent more time coding than doing graphics! Like, a lot more.

Timelapse and Post-mortem coming soon.

Game Created in 72 hours

FLstudio for the music
Adobe Photoshop for the art
Construct 2 for the code.

PLAY IT HERE