daandruff

LD21

Yea, I’m in!

So this time I’ll go all in… well I’ll try to anyway. It’s time for me to add a third dimension to my programming-skills so that is my goal of LD21. Hopefully my fingers and brain will survive. Good luck to the rest!

The graphics will be done in Blender 3D and Pixelmator. Sound will be created with the help of Renoise and the coding will be done in Processing.

Blender to Processing – Exporter

Just thought that I would share an exporter I wrote for Blender with you all. The script exports your 3D mesh with uv-map to a .pde class-file that you are able to use in your processing software. Here’s an example of a model exported with the script:

(The model is made by Tommy Tallian and can be found here: http://tomtallian.com)

The script can be found here:
http://pastebin.com/GuGqMSNC

And you may use it as you like :)

Good morning ludum!

So… I think I got an idea of what I want to do. So here’s the first screenshot :)

That’s the basic look of the gameworld, hopefully a bit more detailed in couple of hours.

It moves! And you can move. And I need to move…

OK, not much visible change since last time, but the whole world feels much more dynamic now. You are able to freely walk around in it and I’m able to make my levels as big as I want.

Time for some walking and fresh air, then back for some coffee and game-logic

Revamped Graphics and SIGNS!

To much concert yesterday and to much sleep today. But I’ve managed to totally revamp the graphics now. Feel much more confident in the new look. And I added signs so that you guys know what to do 😉

Puzzles are hard!

Work tomorrow and it starts to get late. I need to put some kind of “winning” screen and make game-level a whole lot more interesting. I really think I managed to make a ok game though, it’s just lacks length 😛 Well… se you in a couple of hours!

LD22

Let’s do this! I’m In!

So yea… I’m in ones more. This time going back to 2D style.

I’m going to code Löve2D, Pixelmator or Gimp for graphics and music and sfx will be made with LSDJ or my Monotrones.

Good luck to you all, and may Notch’s live stream not disturb you too much 😉

Finally something to show!

I’m the type of person that always rush to the graphics and let the engine suffer. But THIS time, I’ve forced myself to make sure the underlying structure is well-written before I throw in fancy graphics. But finally I have something to show you guys :)

How do you like them graphics?

I’m really satisfied with the way my graphics is going and I’m feeling confident that the game will be something that I’m proud of. Here’s a screenshot with “Maggan” standing in the woods all by herself! Hope you like the style :)

Comments

ScreamRawr
17. Dec 2011 · 18:37 UTC
Looks good! I really admire pixel art and wish I was better at it. I’ve been using Graphics Gale for this LD, and I feel like I’m getting better but still no where near where i want to be. But you game is looking great! Can’t wait to play it!
Pixelbear
17. Dec 2011 · 18:53 UTC
I’ve been following this, and I absolutely love the way the graphics have been evolving. It looks incredibly polished. I hope the gameplay is just as good!

This is getting playable

Starting to feel the stress… Still have a couple of core mechanics to get working before I may focus on adding content. I feel confident though.

I realized that it’s a lot of people with the (almost exact) same idea as me. Wich is both fun and annoying :)

I made it!

It’s done! It’s actually done! With sound, music, animations, kill/win-screens AND content! Now I’m just going to let a friend try it out for a while, then it’s upload time baby!

My thoughts after some sleep (post mortem)

After a hectic last hours and far to few hours to sleep before work today I have gathered my thoughts on the weekends happenings. The first thing I’d like to point out is that I’m EXTREMELY happy that Ludum Dare exists. No other event has been able to push my limits so far that LD does. I’m no pro-developer, but I really feel that I’m getting better, and LD manage to show me my true capbilities.

 

Good stuff:

I set out to create a survival-exploring game with some type of craft system. I always set high value in good graphics (wish often is a bit of a problem) and when I looked at my sketches I felt confident in the game-idea. My abilities to succeed is a different story. It felt like too much in too little time (like always), but I went with it anyways. And I actually managed to make the whole game! I only had to cut out the tool-system I was aiming for at the beginning. I had too choose between tool-system and content, and the content was lacking as it was. I made the right choice.

 

Bad stuff:

I let my fiancée alpha test the game, and she thought that you died to easy. I told her that it was because she needed to play it a couple of times before she learned the right tactics. I should have listened to her. Players don’t want to stress when they play a explore-crafting game. The challenge is in learning the game, not learning how to survive. AND the lack of tutorial was a downer. I could have explained the game in a simple tutor-screen, but I didn’t, next time… I should!

 

Thank you all for a great LD and I hope to see you all next time!

LD23

Generic, I’m not out post

Well… I’ve worked on a small “I’m in” -demo but it didn’t get finished in time. But I’m in! The weapon of choice is:

  • Love2D (Engine)
  • Sublime Text 2 (Code)
  • Grafx2 (Graphics)
  • Renoise (Sound)

I think that’s about it… let’s make it a awesome weekend everybody!

It’s on and early!

Early times in Sweden, but I’m up and working. Sword & Sworcery theme in the speakers, a cup of coffee and I’m ready to go. Good luck everyone!

More tiles, animations and level-editing…

I decided to remake the collision-map to a level-map so that all level info is read from a single image now. Animations are looking smooth too (though you can’t see it in the screenshots ;). And it’s starting to feel like a game. My biggest problem is that it still feels a bit too far from the theme… I really need to fix that :P

Polish, sound and tutorial

Seems like I’m going to make it alright this time. I’ve polished up the game-window and made some tiles a bit better. The music is in and the sound-effects are working. The only thing left is level-transition and some small effects, but then it’s level building-time!

Finishing up

All game mechanics in place and just levels and endscreen left. I’m pleased with my result!

5

This entry was posted on Sunday, April 22nd, 2012 at 12:45 pm and is filed under LD #23. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Uploaded and back irl

Well, LD is over and the submission went without problems (that I know of). I’m happy with the outcome and had a super weekend with my friends. My goal was to write a platform-game without the use of Löve2D’s built in physics engine and I feel that I managed to accomplish that. In a couple of days, when the smoke has cleared, I’ll post a small post-mortem. Now… Go play my game 😉

Another Post-Mortem

First of all… Thanks everyone involved making this happen. It has been another great LD. Please keep doing what you are doing, we love you! The possibility to get together with programmers all over the globe this way is amazing.

My goal this LD was to make some kind of platformer. I have always avoided collision detection and I felt that this was a nice way to force myself to learn how to do it. A drawback of my early decision (“pre-theme”) was that I had a hard time adjusting to the theme, but I think I gained more knowledge this time around than I have ever done before in LD.

>> LINK TO GAME <<

 

GOOD STUFF

Pre-Decide Genre:
I decided a genre before the theme was released wich made it possible to mentaly prepare for the type of obstacles that could hit me. That made it easy to start with the unsure stuff and clear that up early in development.

Testing, testing, testing:
I played the game… ALOT. Every time I put something new in, I tested and tweaked it until it felt nice. It felt better to have a few polished mechanics than alot of wonky ones.

Sleeping:
It’s a big difference between not sleeping at all and sleeping less than you usualy do. I only cut 2 hours from my normal sleeping cycle wich made me able to think clearly. The most of my development happend during morning, after a good nights sleep.

 
BAD STUFF

Disregard of intuition:
The most obvious stuff that I feel needs tweaking now is the stuff I felt unsure of the first time I tested it. I didn’t feel that I had time to perfect it, but would have ended up with a better game if I did.

Music and sound:
Now… I do feel that the sound and music in the game is ok. But I feel that I could’ve done a better job with it. Some more differences in the melodies. More than one song. Unfortunatly, time got in the way.

LD25

Why would I be out?

Yea, I’m in! And I’m pumped. This time I’ll go for an “HTML5”-game in 3D. I love trying out new things in LD. That’s one of the most fun things for me. I recently took a look at three.js (WebGL/Canvas 3D-lib for javascript) and fell a bit in love with it. Hopefully it loves me back :)

Code: Javascript
Libraries: jQuery, three.js, buzz
GFX: Blender 3D
Sound: Renoise
Editor: vim

Comments

goerp
11. Dec 2012 · 12:37 UTC
You js-people! What tools do you use to code? I’ve used some javascript at work, but found it very hard with all the dynamic objects. I type one letter wrong and several hours of debugging follow (oh you typed ‘plyer’ in stead of ‘player’, must be a new property then, no problem I’ll create it for you).

Or do you people have some kind of superpower?