delahee

LD25

Hi folks !

We will team up with gyhyom to do the 25th jam. We are really excited to deal with the beast. You can track the outsourced code we prepare at https://github.com/delahee/. Many of our libs are already open sourced in the Haxe environment.

Gyhyom is graphic designer and I am programmer, we both work at Motion-Twin.

See ya !

 

 

Comments

Cipher
03. Dec 2012 · 10:46 UTC
Awesome a haxe entry! 😀 I’ve seen haxe but never really tried it out…Love to see what ya guys can come up with!

GOGOGO

We are starting right now the jam with gyhyom !

Our game will be titled Little Death Adventure !

 

 

What we use !

We forgot to mention it but we use some libs : deepnight’s lib, benjamin’s lib and volute  (on my gitub) .

As tools, we use photoshop, hxods, Haxe, flashDevelop, open office, graphicsgale and chronolapse :)

Of course Tenacious D, and some good old chiptunes !

 

OMG, the scythe is talking !

screen03

Edit :

HERE COMES A NEW CHALLENGER,

Please hail Matthal that joins the party to bring audio to the slaughter !

HELL   YEAHHHH !

This is getting better and better !

Little Death Adventure,

This game is all about mass murdering the innocent (orly ?) people who live in your neighborhood…
Earn 666 points and win the prize of becoming the Death or fail and suffer for the rest of your life !

screen07

Oh, i almost forgot :

   goat

Here’s the source code of the game.

ps: sorry for the double-post…

Little Death Adventure : Post Mortem

 postmortem_lda

The course of action 

It is our first Ludum Dare… Our creative process is simple, one emits an idea, the other takes what is pleasing and reformulates something else or reverse the idea and so on.

So we try to find the best in every ideas. With an old friendly bottle and some chocolatine’s, we took 1 hour to find the idea, not the most original one, but one which the both of us agreed and liked.

We had some issue with the theme being you are the vilain and the slaughter of newtown. What to do, jump on it, take from it, shall we change our game to make something different. All in all the theme was a pain, processing violence in that climate of “game too violent” is sh*t. So we took the humour way.

 

Take random guy, choke him to death, make bim bring justice to innocent souls… Why ? are we just values on death pathes ? Why someone with no way had to die more than… some other ?

/end of brainfuck. go make something fun and highlight the ridiculousness of the situation.

I unilateraly agreed to start an engine from scratch drawing from my personnal lib and borrowing deepnight and benjamin’s lib. Take from the best. Always.

A quick start with the design of the character and the main bg  quickly made. At the end of the first day, we had all the main character animation and a full bg for the game, the platformer engine was roughly functionnal with some xml level design and sprite sheets.

The gamedesign was very clear from start, make a harsh timed platformer. Time + points is a good constraint easy to tweek.

Matthal quickly agreed to participate for the sound and his music adds lot of depth, we knew very hearly the game was going 111 second why ? because 666 is way too long so he tuned the song and it was perfect !

Went to sleep at 3am, and came back to work at 9am.

The second day we focused on content creation and bugs. BM produced 150 punch line in the morning.

Gyhyom operates in stances, he just did the introduction in 2 hours, props creation and collision tiles took a lot of time.  Then at  2 pm he crashed. His mind were absent, did no longer understood anything. BM in despair. We had no level design and no good tiles. BM goes desperately chasing his bugs.

Hopefully, starting 7pm, and with the help of a good meal, Gyhyom’s head restarted, and he went all crazy : the level design was made in 1 hour, and he had plenty of time to do the title screen and the html page for the hosting page of the game. We were saved :)

BM added some feedbacks like character slicing, glows, tried to iterate over playability and intuitiveness.

BM struggled a lot around game timing (flash sent me update every 15ms 1ms 15ms 1ms dunno why…) but i had started too late. so i just unlocked the game in 60 fps and submitted :)

What went right :

– content creation was quick if we except blackout phases

– the game is pleasing, hardcore with some glitches but a fun ride.

-writing a platformer engine from scratch  is coooool…

– Haxe our old friend, thanks so much ncannasse to bring such a powerful tool for game creation. The MT libs and tools like hxods (bless ya) , bmp embedding (soo gooooood) and xml fast (bless ya twice) allowed us to speed up content creation sooooo much.

– sound integration and music what nice

– we are already professionnal the exercice is soooo stimulating.

What went wrong :

– …but writing an engine from scratch costs much :)

– we underestimated the 48h timing constraints.

– game scope is limited… we could not push all the ideas in the game we would have added some levels, combo system and “slowing” patterns. Dying would habe been of the party too. and I miss scythe interactions (grip) :)

maybe for an extended version :)

 

Conclusion

A very good experience this ludum, but very tiring. It ‘s a bit like going to do live concert after years of studio. Refreshing, exhausting, stimulating. We  hope that all the ludum’s members will enjoy our game ! txall

LD26

We are in !

Hi folks,

We’ll participate ld26. By now the team is carduustavrox and myself. We ‘ll be stationned in Bordeaux. Dunno if warp will be there and benjamin is on a  long journey, i heard deepnight will be there.

There might be other guests as usual :)

You can follow us on twitter @CarduusHimself @gandhirules and @blackmagic_mt

See ya !

Our poor Benjamin

ben1We miss you Ben, Extreme Indian Ludumer ;)

Post-Jam Swimming Fool Version !

Hey ! We improved swimming fool, it no longer sticks you in crazy froglish dialogs and control is ‘mush’  better  !

If we can we’ll make a post mortem tomorrow relating our experience with haxe and starling and other super uber meaningful details such as how much tavrox slept !

XOXO, BM

Thanks for playing !

 

 

LD28

Intro gif

megagif

Ultra gif combo breaker

Intro-pic Warrior part2

Go Red, you can steal all the money you want !
teasuuure

And nobody will come to reclaim it !
come get some

Tropic Warrior

After many cries and tear, Tropic Warrior is here.

pirates04

It was really hard to finish the game. We started very motivated etc…but… My wife is pregnant and had sudden pains !!!! so I had to get back home to take care of her(100km)…But I could not let gyhyom down, so I took care of my wife during the day and coded tropic warrior during night. I think I slept 10 hours since saturday…

We are exhausted, tired, torn, the game doesn’t look like what we wanted to do.
We wanted to do a subtil infiltration game…but time was not here.

So we get to make a more fast paced action oriented game and really there are interesting things in it. Choices, A cover system ( will ya find it ) and whole hand made game engine (as usual).

pirates03

In the end the game is un and we are very proud of it. We learned a lot of things about how to plan, how to go FAST FAST FAST and make good cut choice.
It is such a pleasure to be part of the great ludum dare community, We are very very excited to haave finished !

Thanks for playing Tropic Warrior and long live the ludum !

WE LOVE YALL, EVERYBODY YOU ROCK SO LOUD. MAKE GAMES LOVE GAMES !!

Tropic Warrior (Post Mortem)

post mortem

Hello everyone !
This time in this very last post-mortem, we’ll share with you some of the features we could implement if we had more time.
if you played Tropic Warrior once, you should have noticed the poor firing frequency of our hero’s gun.

In the beginning, we imagined the game could have be played either using sneaking or using destructive means. The sneaky approach would have been centered around chest powers and shadows.
Alas the course of the LD was slightly disrupted by personnal life event so we had to fallback on a more “efficient” way to finish the game… So we fell back into heavy gunning mode only.

bonus !

Burnnn
Yeah, too bad we could’nt add the Flame trower, we could use it to burn some fellows !
And what about the minigun, the same gun as the final boss !

boom
At last but not least, the bomb, like in the game we were inspired about Ikari Warrior, we would liked to explose some foe with one shot !

In the end, they roughly were implemented but it was impossible to finalize a balanced level design with them in time.

To sum up the experience :

What Went Wrong :
-Time went missing a lot !
-Exploding the theme more or less…
-Half the gameplay we wished
-Being separated form Gyhyom made the development difficult

What Went Right :
-We finished it !
-Using tiled what pretty cool.
-Graphic are cute.
-Coding was easy in that good old flash using a temporary bitmap.
-The chest gameplay actually works…

The ludum dare is truly an amazing experience : hope, regrets, achievement, success, failure, all in one week-end… Hopefully, holidays are near !

Thank you all, see you soon tropic pirates ! GGGGGrrrrrr
Thanks !

4

This entry was posted on Monday, December 23rd, 2013 at 6:02 am and is filed under LD #28. 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.

LD31

All in !

As sais on twitter, we gyhyom@Gyhyom , blackmagic@Blackmagic and @ElMobo are in for the jam !

We ll use haxe, flashdevelop, h3d, toshop, aseprite or flash, and of course fastTrackers and some other crazy things !

Comments

gyhyom
06. Dec 2014 · 03:58 UTC
Yeah !

Up and almost ready,

no need for an alarm clock, my son do the job perfectly !

Let the battle begin!

battle01

3 heroes of light to fight evilness!
Now, it’s time to go to sleep !