doos

LD25

Here be dragns

I think I am going to give LD25 a go this year.. It would be very cool to actually finish a game, my last attempt for #20 was incomplete at the deadline, playable, but not polished and a touch buggy.

Idea:

Dude, just fly a dragon around eating people.. How cool is that? Dragons are evil too!

Other ideas:

  • Top down view
  • Dragon follows mouse.
  • Maybe mousewheel raises, lowers dragon?
  • Might make dragon grow over time?
  • Collect gold, take back to mountain.
  • Maybe attack forts and stuff.
  • Survive armies?
  • Implement time based wave system.

Base inspiration: probably sinistar or this cool german game about an evil warlock I cant quite remember the name of!

 

dragon prefab

Bugs:

  • Double buffering should be part of Java swing, though it flickers like crazy.

Desirables I’ve skipped:

  • I wanted to make the objects turn to face the target a lot slower, but that was wasting time, so I ignored it.
  • Instead of a dead stop, maybe I can change the behavior to slow when near target or something.

Ye basic version 1.0:

https://www.dropbox.com/s/px42wrqsy8v36wv/dragns%20v1.jar

Todo:

  • Hit detection.
  • More different types of objects.
  • Art?
  • Game world bigger than the screen.
  • Object queues.
  • Plan some objects to put in the game world.. I’m thinking archers, knights, wizards, etc.

 

Half be dragns..

I drew some resources over dinner and tv and cobbled together a dragon out of them.. Now I’m putting some colour into it.. Bit of a waste of time, but if I dont finish the game, I can make a koi pond style app with dragons in it!

half dragon

My process for this has been a bit time consuming:

  • Draw on paper.
  • Photograph paper.
  • Seperate in gimp and theshold.
  • Stick together to make resources.
  • Copy layers individually to different file.
  • Save as transparent.
  • Alter the sizes and offsets in a file.
  • Add a bit of difference clouds beneath the sketch, add some darken for detail.

Tomorrow is going to focus on hit detection.. It will probably involve a lot of circle boundaries.

Got dragn, need food…

I’ve finished the dragon, so can focus on other things now.. Though waving the dragon about is a little hypnotic and distracting.

Some ideas:

I had quite a bit of fun playing the centipede vs asteroids vs space invader hero last night, so thats probably the direction I’m going to try for.. randomly generate guys to eat, wander into them, try not to get shot at by archers.

Plagiarise the Hobbit:

  • Smug the magnificent wakes up to find his favorite gem missing and goes on the warpath.. Flies out of cave, goes into the wilderness, finds the armies, and has a go at them.
  • Armies of Dorffs.
  • 10,000 morks. (I loved that in futurama)
  • Rack up the kills to rack up the fire rage meter.

Realm of the mountain king gets meatier with subsequent kills..

https://www.dropbox.com/s/h0fqzyf9i2rairq/dragns%20v2.jar

Plan:

  • Make enemies.
  • Do hitboxes.
  • Start firing objects.
  • Add scenery afterwards.

 

Comments

Aswissrole
16. Dec 2012 · 15:57 UTC
Damn, and I thought I was original in picking dragons. lol

Lets dragn this out a bit..

Progress:

  • Enlarged the dragon.
  • Some archers that look like soldiers (if anything kills LD time for me, it is art!).

I decided to reuse the image loading class so I’m out of the main competition, though might have something for the Jam tomorrow. This also means I can use my sound manager class without learning Java audio again.

I’m quite happy with the AI I’ve coded.. The archers advance until they are close and they will shoot (eventually). If the dragon gets too close they run away. Melee is currently incomplete.. I think I will just reuse the archer shot for melee, but with a shorter range.

Instead of roaming through a battlefield (which would have been cool, but requires terrain and level skills), I’m thinking maybe a sequence of progressively harder arena battles.. Sure, you can take down two warriors, but at the same time as four archers?

debug output

Heres a playable jar: https://www.dropbox.com/s/eczq6vkky6icjtk/dragns3.jar

 

Done!

Well, this evening I decided to sit down and write something along the lines of hall of the mountain king, and it wasnt happening, however, I did end up writing this other song which was a bit cooler.. I went back to hall of the mountain king but my version just sounded too bizarre. I think the first song is more appropriate, so I batched it in my game as a raw .wav. The solo sounds almost..

Heroic!:

[soundcloud url=”http://api.soundcloud.com/tracks/71654278” params=”” width=” 100%” height=”166″ iframe=”true” /]

Less heroic!:

[soundcloud url=”http://api.soundcloud.com/tracks/71655434” params=”” width=” 100%” height=”166″ iframe=”true” /]

Anyway, that left me with about two hours left..

For sound effects, I tried recording random voice clips with audacity, which wasnt happening (everything was greyed out), so I recorded in riffworks and split it in Goldwave, phew! The AudioManager worked a charm, I just had to put random calls throughout my events. The sound effects probably arent a selling point, but I got them in just at the end.. Until java decided to lose the manifest at about 15 minutes to deadline. (on top of that, its bugged so the dragon noise doesnt play when you are hit).

I also added a Thread to add scripted stuff to the gamestate over time.. This works pretty well, though the Object handling over time just gets to the point where java has to gc at bad times. (Your dragon explodes temporarily for a second or two.. thanks java!).

 

Oh, and I added a goat.

titlegoat

I need some rest now.. Cant wait to see what’s happened to some games I’ve been following!

Been a bit ill the last couple of days, possibly from not getting enough sleep this weekend!

Just realised that the musaks from my last post didnt come through, so here they are.

https://soundcloud.com/#stevy-1/bit-metally

https://soundcloud.com/#stevy-1/horror-of-the-mountain-king

 

Here be Dragn: A Postmortem:

What went right:

The Dragon:

The Dragon looked and moved exactly how I wanted it to.. There are a couple of niggles when it coils around but otherwise its fun to move about and sinuous. It could have been a bit faster.

The AI:

I managed to put in some distinct AI units. The first makes the Dragon stick together in a follow pattern. The swordsman class makes the warrior cling closely to the dragon and attack with melee (though the actual melee wasnt finished!). I also added ability timeouts so the warrior could charge in when at close range. The archer class has three different range controls. At long range it closes to shooting range. At shooting range it shoots. At short range it runs away.

The Gamestate:

I managed to seperate the game entities into a seperate class and share this about, which was pretty good as I usually dont keep a MVC pattern and dump everything into one class.

The music:

Although the mountain king song went wrong and cost me time, the other song makes the game a bit better.

What went wrong:

Resources = time!

For a short game, I should have created rough resources and patched them up later.. Colours and special effects should only be added when you’re ahead on time! That dragon could have had lasers!

Art:

I drew more drawings than I actually got to use, which was a bit of a shame.. Though makes me wonder why I was spending time drawing horses anyway? The pipeline I was using to import the resources was also far too complicated as it involved a lot of manual work. On top of this, the warrior was cell shaded, and the dragon and ground were pseudo-realistic, leading to a bit of a jarring effect and making it non thematic.

Sound effects:

I rushed these at the last minute but making them all by voice changes the artistic direction of the game. I’m also aware that some of them were far too quiet or appeared at the wrong times, partly because of repeated conditions in the AI loop.

Do I want to work any more on it?

I’ve got some resources ready to animate and colour in.

I had a couple of interesting ideas while I was doing the compo which I would like to explore such as:

  • Adding enemies and powerups to points in the music and adding different waves of enemies to show progress.
  • Adding the storyline I had before, where your dragon wakes up to find it’s favorite gem gone and goes on a quest to get it back.

I think it would be a great testbed to try out some other concepts and refine my object handling in java (so it doesnt GC).

 

Further progress

Today I had a go at some more features and bug fixes on a post-LD variant:

  • Tried reducing memory usage by using CopyOnWriteArrayList. I had been copying the gamestate object array to avoid concurrentmodificationexceptions. I’m going to try modify this to reuse objects instead, but it needs to be threadsafe anyway.
  • Made the arrows into an arrow shape and rendered with gradient fills that dont show up at that pixel depth.. For kicks, I made the arrows enlarge as they go up into the air, maybe it looks odd?
  • Increased volume of dragon screams. (Why? Why was I created to feel pain?)
  • Reduced space between joints to make the dragon less jointy. Neck segment 2 needs scaling slightly.
  • Made dragon faster.. This makes the game ridiculously hard at the moment.
  • Experimented with tail takes no damage. This lets you hide behind tail to deflect damage then bust through and kill some dudes. Slightly overpowered, but wouldnt be if you were surrounded on all sides.. Needs more art peices and a redone title screen for that though.

Things that are really bugging me:

  • Archers need to have bows, though now I’ve got an idea to draw the bows pointing in different directions! When I do this, I will probably change the warrior cloak to be red, and keep the archer in ranger colours, though add some random texturing.

Ideas:

  • I had the idea that multi-hits could result in a powerup drop, so two hits within 2 seconds gives you something good.
  • Thinking about rendering spent arrows and scene damage into the ground. I created some decent scorchmarks at one time.
  • Thinking about making the dragon dart and open its mouth to feed.
  • Thinking about making guys explode into gibs you can eat later (maybe).
  • Had some Hobbit related ideas about Grandelf and his glitched mare shadowhaxx. Also thought of having a cutscene of the dwarves, with Hobblin’, Dabblin’, Tiffin, and Dave (who comes from a semi-detached house in the suburbs) “What do you mean your name doesnt rhyme with your second cousin’s auntie’s goat?”.

 

Comments

doos
22. Dec 2012 · 12:26 UTC
I forgot beards! How could I have forgotten beards!

Stoopid progress!

I’ve been working a little more on Here be Dragn, and I’m thinking that I havent really done that much since last Monday.. The major roadblocks for me right now are random gc’s and adding features which break stuff. For example, I overhauled the audio system to use a JDK v1.5 class, Clip instead of a JDK 1.0 class, AudioClip. And even though people seem to think its the ueber solution, it misses clips randomly (though looping and sequencing samples would be quite handy for what I have in mind for the music).

I changed the render method to use texturepaints to draw images with subprecision accuracy and that really slowed everything down. Weirdly, the animation as it uses different subpixels brings in features of the original drawing that wont fit in a compressed size image. But only when its moving. I tried moving it randomly 0.6f, but that made me feel ill. Looked pretty though before I canned the concept. I decided that the reason why super-deformed is so big in CG art is because faces need more detail than the rest of the character.. So my dwarfs are now pretty squished (but I think the effect is pretty cool). I also gave them beards and differentiated the existing archers and warriors with different colour cloaks.. And beards!

In the past hour I tweaked a bit of gameplay and made archers shoot more, dwarves appear faster as the game goes on and munching them giving back less health. I made some changes to some sound effects as well, as I prefer them to sound heavily digitised.. I also did this to the soundtrack (19mb>884kb) and it sounds a lot rougher, but a bit more chiptunes.

I got some great feedback from my sister the other day (she’s really into dragons). She was content to just fly about and eat people (until I was bored) and really comfortable breaking the back buffer when the program was in full screen mode, but oddly, she wanted more people variety just so she could “eat em all”. This was kind of motivating for the beards so I can later add more colour variety. I learned from watching her that having the mouse outside of the game window breaks control, a problem I’ve experienced a few times, especially with web games.

I think I’m starting to appreciate how LD enabled me to go further than how I would generally try to make a game. I am extremely detail oriented and like my program to be “just so”.. Because of this I’m playtesting and I’m thinking; This control system feels horrible?! How can I fix that? Why is this pixel not antialiased? LD forces you to code priorities, and if you’re doing it right, essentials first.. When you have 6 hours left on the clock then its fine to drop things you’d like to be working on and move on. I have a few unfinished projects which all have similar breaking points.. I was working on a feature, couldnt do it, and then didnt come back to that project.. Which is a shame really, but with the latest one it has been really nice to have a (mostly) finished project from the start which could then always be upgraded at a later point. Having a playable project also makes it a lot more fun to come back to, so this is just the start, really.

Anyway, there are over 1000 excellent games to be playing and rating, but heres a Post LD version in case anyone is curious:

https://www.dropbox.com/s/lisuyi2qx4nkj7l/dragnsv5.jar

LD26

Trying to build a mockup first

 

After I decided which to do, I went and got some resources to remind me what a rock garden looks like. I took a picture in the Portland Japanese garden, so I’ve been using the rocks (and rear wall) from that to mockup.

I drew the cat and monks on plain paper, though I’m having difficulties getting them to scan right on camera, so they all require a lot of post production messing around. Might install my scanner to correct that.

Maybe tomorrow I can start coding something.. I’m going to call it Feng Shooey, and it is going to use both Japanese and Chinese influences. It ties in with minimalism in that the monk is preserving his minimalist garden.. :)

 

fake scene

 

 

Oh, and I made myself a cheese and broccoli bake with tuna for tea and watched some Doctor Who.

 

good lunch

Feng Shooey delayed, but not dead yet!

Although I could probably rush something and stay up for another 4 hours, I want more time on it, so I’m going to sleep and go for the Jam tomorrow.

Here’s a tech demo (woo!):

https://www.dropbox.com/s/wusoiu4jf0ppntg/FengShooey_v1b.jar

Things to do:

  • Cat animation.
  • Fat monk karma decreases with disorder on screen.
  • Restart mode.
  • Cat footprints.
  • Raking animation.
  • Raking fixes garden.
  • Cat fleeing on person or dog.
  • Sound effects.
  • Dog render and animation (might be removed).
  • Title screen.
  • Stuff that gets in the way, like rocks.
  • Multiple levels (rocks in the way would make it harder).

I would love a tree to drop leaves everywhere, but that’s a bit excessive.

 

Feng Shooey postmortem

What went right?

Animation works! I integrated an animation system which uses image references based on an animation state.

Mostly consistent style! I used less colours and also added a slight orange tint to the final scene. I used a lot of real pictures such as the background. I also made the levels (replaced pngs doodled in a tray of salt). The wall graphic works really well as a texture (minus the tiling), though the garden itself was a bit of a hassle, and I spent a few hours finding an appropriate texture for that before resorting to basics (the salt has a slight grey tint). Building a concept image really helped this.

Basic gameplay: The shooing mechanism wasn’t what I first intended, the original idea was that the cat and dog were messing up the level and you were sorting it out (cough, Fix it felix, cough).

Ideas: I generated a few then picked what I considered to be a rare idea. My first ideas were all like mondrial crazy painter, so I wanted to get away from that. It was good coming back to my ideas later to appraise them critically, rather than being swept up near the start.

 

What went wrong?

Timing: I had a few ideas for themes at about 5am, but I started at about 3pm on Saturday, 12 hours after the start. I then lost some supplies so didn’t really do much on Saturday apart from draw some resources and build the concept image.

Art: My import process was sloppy as I was taking photographs of faint coloured pencil drawings. I should have been using my scanner from the start. Also, I decided to learn animation on the fly, and didn’t have a workflow to help me do that. It would have been handy to have my multiple layers within a single frame object in Gimp, rather than having layers everywhere.

Swing: I had an issue with my double buffering. Turns out I was using 2 backbuffers so when i flipped from the backbuffer for the first frame, that was blank and nothing showed. Similarly, I had problems with only certain objects using double buffering too, which all meant it took me a while to get anything of note on the screen. Even with referencing my working projects.

Perfectionism: Although I could have probably submitted for the 48 hours on Sunday, I was sleepy after a late lunch and it just wasn’t polished enough to submit.. I’ve done 72 successfully.. The 48 hours is the next goal to break!

Things of note:

I put poop into the game at 5 hours to because my sister mentioned it. The code is awesome:

if (“TURDING”.equals(animationSequence)){

Long currentPoopStart = GameState.getAsLong(key, GameState.POOPOFFSET);

long poopDuration = startTime-currentPoopStart.longValue();

//                            System.out.println(poopDuration);

MyBoolean pooped = GameState.getAsMyBoolean(key, GameState.POOPED);

if (poopDuration > 2000 && pooped == null){

// thats a long enough poop.

int turd = GameState.add(“turd”, new MyXY(location.x, location.y+3));

GameState.addField(key, GameState.POOPED, new MyBoolean(true));

}

if (poopDuration > 3200){

// figure out where to go

int returnX = -150;

if (!rand.nextBoolean()){

returnX = 1150;

}

 

// run along now

MyXY targetDestination = new MyXY(returnX, location.y);

GameState.addField(key, GameState.TARGET, targetDestination);

}

else {

// keep doing what you’re doing, kitty!

continue;

}

}

 

I also made this really weird data structure to save any parameter to any integer key. It isn’t normal, but it meant that instead of adding a hundred parameters to every object, I could add new parameters whenever I needed and not have really unwieldy objects with a hundred unused getters and setters. I’m not sure if it is a side effect, but I didn’t notice any garbage collection or slowdown either. It’s quite bizarre, as I was really lazy and left my objects in the hash rather than removing anything.

 

public static HashMap<Integer, HashMap<Integer, Object>> objects = new HashMap<Integer, HashMap<Integer,Object>>();

public static int add(String type, MyXY location){

int newKey = objectsPresent++;

objects.put(newKey, new HashMap<Integer, Object>());

addField(newKey, TYPE, type);

addField(newKey, LOCATION, location);

return newKey;

}

 

To finish, I think this was a very successful Jam, and while the game looks and acts like a real game.. It doesn’t really have the fun factor (and its a matter of time until catmoggeddon). I would typically start from a basic programming concept, make it work, make it interesting, and then try to fit some art into that and make it challenging afterwards. Though if I had done that, I would have likely built a completely different game and focused on the cleaning up mechanic rather than chasing cats.

 

LD29

These are not the droids you are looking for

So allegedly, I should be able to write a game using my Android tablet. On a plane. So I will be using the following:

Android IDE

My files (like, a lot)

Sketchbook X

Artflow

Pixlr Express

Recforge pro

Boeing 777

I will be starting from an existing project (feng shooey) and removing game logic. I’m doubtful I will get the apk on google play within 72 hours though.. :/

LD30

Lotus: A game development journal..

Well, Saturday was my mum’s birthday, so I had to travel to that, and then Sunday was a bbq and repeat watching of “Guardians of the Galaxy”, so I definitely had to go to that! In the end, I think I started development at about 8pm Sunday, and finished at 2am Monday night, so a game in 30 hours was pretty impressive as a personal best!

Sunday was a bit strange.. I was thinking about the rubiks cube on the table and wondering if there was a way to portray all the connections on a flat plane without any lines crossing over.. I drew out lots of different diagrams with the transitions between the colours about thirty times, searching for one. The best happened when I started again and drew a cube almost corner on. Drawing the lines led to a hexagon with all the vertices joining. From there it turned into a triforce with semicircles on the outside, and from there, it turned into three linked rings.

I learnt pretty fast that I can’t draw circles on paper (or ms paint) to save my life.. So after tightening up the rings, I switched to Java2D and had to figure out the measurements by hand. To draw everything, I used CVG to construct Area objects based on the overlap of circles which I could then colour in. After that I had to figure out a data structure. Perversely, I decided to have a data structure which is based on Boolean logic. This meant that to decide on the location of a cell, it was either on the inside/outside track, or within the center or outside the circle. For all the movement rules, I had to get the colour of the cell into an array, alter it, then push it back. This took me to 2am for all the shifts and I went to bed.

On Monday, I realised that the rotations of the pieces had not been added, so I did that and added the lines to make the control buttons more obvious. I could have written Shift left, or L/R on the buttons, but I wanted it to be mysterious, alien and independent of language. These little lines were a bit of a time waste.. It would have been better to have hover highlight on everything.

For kicks, I set all the colours of a rubiks cube and sent it to my friends. It was 5pm. Coming back from lunch, I decided that I could make some levels a puzzle game. This meant that I had to create an obvious win condition, and come up with puzzles.. And that is how I spent a lot of the day, fiddling to set cells and fiddling to see if puzzles were completable. I guessed that the pieces that corresponded to corner pieces would be able to be put anywhere, so I used that in the rest of the puzzles. I wasted a lot of time corresponding the puzzles to the colours, and positioning the outer circles for the level selection. Coming up to 2am, I realised that the final 2×2 rubiks cube had no win condition, but the logic was slow to write, so I left it. I don’t think anyone noticed.. It’s not like I had anything to show afterwards!

I was surprised that the reactions to the game were so positive and that someone had the patience and skills to complete it! And I was also relieved that it was completable!

I think I made the correct decision to make 6 levels, rather than work on extra features I had dreamed about.. With cells turning into coloured balls and moving round the circle to the next cell (the locations and movements would have to be coded by hand). Sound would have been fairly easy, but I was worried that music would be repetitive if someone was playing for a while, so I left it out.

It would have been better if I had used WYSIWYG to determine where the circles should go, or made a function for click to select cell (and report the cell). I didn’t, and I found it especially difficult to go through a process of selecting the correct cell every time. This would have probably saved 5 hours.

Rate link: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=19350

LD31

I’m in..

After a lot of soul-searching, going to do a game about a bug trying to survive on a windshield.. Hopefully Phaser.js will be involved somehow.

Other ideas:

  • Wrap around platformer where you go into the same room and it changes slightly with traps and stuff. Bit like the cube movie.
  • Rotating the screen did something or other.
  • Cat laser pointer catch 2059 DX.

Day 1 over..

Well, I got some art together, just need to get the hit detection working, then I can add some animation. I started using the http://mightyeditor.mightyfingers.com cloud editor which saves a lot of time I’d usually spend positioning objects in the right places and getting the scale right. I’ve watched the vid about 4 times now, but tv doesn’t help.. :)

 

bugsonwindshield

 

Car Survival Horror 3000 Postmortem

I thought I would write a bit about how this game, as I didn’t really write much since the first day. I found the theme really difficult, as to me, it meant no sidescrollers, platformers, 3d games, or erm, anything much. I was kinda thinking of cheating with a platformer where you could see every room and they shrunk when you completed them, or maybe having the same room where spikes would appear in different places, like the movie the cube.

It was fairly late in the day by the time I had decided on an Idea, about 3pm. I thought it would be funny if you were a bug on a windscreen trying to survive while being driven round by a mad driver. I thought the spider could eat the other bugs on there.

The art seemed to go really well, and I plugged away in Illustrator for only about 2 hours to get it done. The cityscape horizon came from a tutorial I was reading, which I think is cool. I was a bit nervous that people wouldn’t want to play a spider, so I made it really cute. Animation would have been cool, but I know from experience that it takes a lot more effort. Most of my resources can be handled by just shaking them around or messing with the scale. I love altering the rotation of objects, and was really happy to be able to do that in my ide. I think the art style is really cartoony, but also consistent. I don’t really do palettes, so it has that kind of kid-painting “SKY IS BLUE, TREE IS GREEN” feel..

I was very lucky to use the http://mightyeditor.mightyfingers.com/ phaser.js ide, which was because I saw this tutorial where a guy made a game in about half an hour. I had a few teething issues with getting game physics to work, but by the end of the first day, I had a car and all my resources on it, and they were edible.

Day 2 started with me trying to get some music together. I downloaded a mod tracker, followed a tutorial on mod tracking for it, messed around for a while, then wrote a peppy number. Unfortunately, I had started it as an unusual mod format (ultra tracker?), rather than .mod, so I couldn’t use phaser to play it consistently. In the end, I converted it to wav, then converted that to mp3 and ogg. It got very frustrating to listen to over the three days.. :)

Mid-day 2 build:

http://stevydoos.com/car1/

I was having major issues getting random objects in groups, which was annoying, since I wanted to randomly select an item from the list and put it on my screen. I guess this one issue took about 4 hours of experimentation to get around. I also had some CORS issues with audio (browser couldn’t find the files), and had to export the game to get it to work. Most of the evening was spent moving the trees realistically alongside the car, and I didn’t really bother

However, I did have most of my code working by the end of 48 hours.. This made it “a game”, but barely. The hit detection code I had copied from the tutorial was designed to work when you pushed against something and only in certain directions. So if you’re not moving, you cant eat insects and they push you.. I also accidentally deleted my spider so I had to last minute put all the parameters in again. I decided to submit my entry to the 48 hour competition anyway.

48 hour build:

http://stevydoos.com/car2/

Screenshot-wise, the game was ready.. But I hated playing it and something needed to be done.

 

Image of my game.

The spider is YOU!

 

The next day, I had to go to work, but when I came back, I looked at the feedback on it, and it said all the things I hadn’t had time to do. I decided to go through one by one.. The hit detection was easy to sort. I separated the background into different objects with a semi-transparent screen layer and a wheel and a lady behind that, and made the steering wheel rotate based on the speed of the car. I made the difficulty (max random velocity change) increase over time, and I added a high score. This made the game purpose more about personal goals, rather than anything rigid. I recorded the sound effects using this tool called RecForge on my tablet and voice effects. Although I still had a few issues with sound on the ide, I added them later. Some people might not like the sound style, but apparently my sister nearly wet herself when it said “oh noes”.

I resubmitted later that night for the Jam. The feedback has been very good, but I’m a little nervous that people have been playing the wrong version, as most people think it was far too easy. That said, I don’t think they should have been able to survive more than 300 seconds if they had played the right version.

What went right:

  • Mission successful! Got my level 1 cloud ide merit badge. Released a game in 48 hours.
  • It runs everywhere.. IE, Firefox, Chrome, my phone, my tablet. I developed for keys, but it might have been better as point and click.
  • I want to make another game. Major success here!

What went wrong:

  • Last minute phaser learning was touchy. It’s always a risk learning new tech for a game jam, but it’s also excellent motivation.
  • Thinking of something for the theme. I’ve seen a lot of clever ideas because of it though.

 

Blatant plug to play/rate my game. I think I have enough votes to be honest, but if you want a go, play the JAM version, as I’m not in the 48 hour compo.

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=19350

The favourite game I rated so far is probably Kaiser. I loved a lot of games, but my gaming skills are a bit weak.. I played dock and cover for about an hour?

 

Tags: mightyeditor, phaser.js