dylanigan

LD26

Just A Question…

Are you allowed to use unity’s prefabs like the first person controller in the 48 hour compo? Also is there any tips or anything that a first timer should know?

Thanks!

Tags: unity3d

Comments

zzForrest
07. Jul 2013 · 11:22 UTC
You can use any and all prefabs as long as you have the rights to them. If unity’s prefabs have open use rights on them then it is perfectly fine, so long as you announce before hand that you are going to be using it.
zzForrest
07. Jul 2013 · 11:28 UTC
Oh and as far as tips go, here’s a couple

1) Spend your first hour or so planning. You won’t regret it.

2) Stick to the plan.

3) Don’t include features that will waste time and aren’t important. The most important thing is getting a game out, not having eye-candy graphics and gigantic levels with intricate design and easter eggs

4) 48 ours is a long time. I managed to get my first entry in ( which due to C++ didn’t work ) in under 20 hours and it is a pretty well polished game.

5) Sleep is super important. Family is super important. Don’t make your game take up all your priorities or you will “run out of gas” so to speak.

6) Stay cool, and do what you know how to do. I’m good with platform engines and isometric engines, so I should stick to those. Don’t experiment if it’s going to endanger the success of your game.

7) Getting out a game is the most important part of ludum dare. Even if it’s not the best, even if it doesn’t look the coolest, the fact you got a game out is on it’s own an achievement.

8) Use your weaknesses. I am terrible at game art, so I make this a strength by using minimalistic graphics, which look very good without having much artistic depth.

Good luck, sir. See you on the front lines.
07. Jul 2013 · 12:32 UTC
Well, Unity’s prefabs (mainly the first person controller) come with unity. Would that count as open use rights as anyone with unity can use them?
07. Jul 2013 · 14:02 UTC
All right, let’s try to clear things up before the disinformation spreads:
07. Jul 2013 · 15:35 UTC
Thanks to all that commented!

I think I’ve got it all figured out now.

I’m in! (Possibly)

I may have time to enter in the 7dRTS this week. If I do the tools I may be using could be:

Blender

Unity3D

Paint.NET

Scratch

Notepad++

And/or

PyGame.

I might write the game in HTML5/PHP/JavaScript, Python, Scratch, or in Unity with JavaScript. Now to think of RTS ideas!

Tags: im in

LD27

I’m In! (For Ludum Dare 27)

I will be participating   in Ludum Dare 27.

My tools:

Engine: Unity3D

Language: UnityScript

3D Models: Blender

Graphics: Paint.NET

Audio: Audacity, SFXR, Autotracker.py

IDE: Monodevelop

Web Browser: Google Chrome

OS: Windows 7

Good luck to all who enter!

Wrath Of The Decem: A Mortem Of Posts

Screen

 Around 3 months ago I visited ludumdare.com for the first time, I was immediately hooked and decided that I must enter in LD27.  In July I entered in my first game making competition, 7dRTS. Somehow I managed to write a game in PHP (a language that I barely knew) which placed 4th in Humor, even though it wasn’t even that funny!

FTW

My 7dRTS game, which is called SyncMind was a great learning experience for me and also a lot of fun for me to code.

Anyway a few weeks later I discovered 7dFPS which I proceded to enter in a game called Challenger 34502 which was a puzzle FPS with  platformer elements in it. I made the game in Unity, wrote it in UnityScript, made the art in Paint.Net and models in Blender.

Challenger 34502 can be played here

 

Wrath Of The Decem:

Kitten

After the theme (10 seconds) was announced I went to bed and slept for 8 hours, then in the morning when I got up I took the dog for a hour long walk. For the rest of the day I worked on my game,  finishing levels 1 through 4. I slept for about 9 hours, then realized LD27 was still on and jumped out of bed and finished the game.

What Went Well:

Windows 7: My computer held up fine, no crashes or lost data.

Kitten: My kitten model actually looks like a kitten

Almost Everything Else: Everything was fine, no bugs that took more than 15 minutes to fix or (severe) file loss.

What Didn’t go Well:

Timer: The giant timer in the corner of the screen had a Unity crashing bug that took 15 minutes to fix.

Windows 7: WHY U USE SO MUCH RAM!

Time Lapse: The order of images got messed up so the timelapse is rather weird.

Gameplay Video: Camstudio Recorder lagged like heck during the recording of my gameplay video.

 

Time Lapse:

The timelapse video can be found at this URL because WordPress doesn’t let me embed videos:  https://docs.google.com/file/d/0B6XSI0zltIQUNUJ0R1diWGlzQ1E/preview

Gameplay Video:

The gameplay video can be found at this URL because WordPress doesn’t let me embed videos: https://docs.google.com/file/d/0B6XSI0zltIQUWTg3ODB5NGNUTlE/preview

Anyway, if you haven’t played Wrath Of The Decem yet you can at: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=24589

 

Tags: LD27, postmortem, unity, unity3d

LD29

Ludum Dare Bonus Theme Voting

Every LD there tends to be a bonus theme that can be put into your game (usually as a joke.) But never have these themes been voted on, until now! Examples of these themes are goat , kitten, and potato.

 

Vote For The Bonus Theme Here!

It’s Coming!

itscoming

(Click on image to view GIF)

After 28 hours my game is complete!

ludumdare294

 

Inferious is a 3D first person game that would fit into the video game genres of platformer, puzzle, FPS, and horror.  It was made in ~28 hours in Unity3D. There are Windows, OSX, Web, and Linux builds along with the source code available at the link below. 

Play Inferious here!

 

 

 

There’s only one day left; have you played Inferious yet?

 

Before LD29 voting ends I must finish off with a shameless plug for my game. Enjoy!

 

Have you played Inferious yet?  It’s a first-person-shooter that would fall into the genres of horror, platformer, shooter, and puzzle. It is available for Windows, OSX, and Linux and also can be played through the web using Unity Web Player.

 

Inferious can be played here.

 

LD30

I’m In, And This Time It’s Personal! (Not Really)

I’m back for my third Ludum Dare, LD30. I am busy Saturday but free for the Sunday and the Monday so will enter in the jam so I can get a good 48 hours in. I’ve built a new computer and am ready to get my game jam on! The only problem is that the old hard drive I’m using in my new PC is making a noise like a dying mongoose that swallowed a broken refrigerator so I’m going to pick up a new solid state drive ASAP. I was planning to do this after LD but then I figured that if the HDD was going to die it was most likely going to during LD30, probably right before I uploaded my game too (just my luck :).)

Here is my obligatory list of tools, it’s about the same as last time. LD30 is my third LD I have ever done.

Engine: Unity3D //Gotta love it!!

IDE: MonoDevelop, Notepad++ //MonoDevelop as my main, NP++ if I get frustrated with MonoDevelop

3D Models: Blender, Magicavoxel //My weakness, 3D models; at least with my discovery of voxel art I can attempt to make it look good…

Textures: paint.NET //No more MS paint this LD! This time it’s Paint.Net all the way!

Audio: SFXR, BFXR, Audacity, Autotracker.py //The usual stuff, I can’t remember the name of the program I used last LD :) I”l have to search…

Fonts: Ubuntu Font Family //I’m in love with these fonts :)

Anyway, I wish you all the best for LD30 and I hope the theme is great!

EDIT: The program I used last LD was Abundant-Music, I finally remembered the name.
EDIT: I shall also use Spacescape, http://alexcpeterson.com/spacescape

Soooooo…

The day before LD would be a bad time to try out the Unity 4.6 beta right?

Also here’s a photo of my battlestation:

Built it myself, with my bare hands.

Can’t wait LD30, and good luck to all.

Tags: beta, deskphoto, unity

Satellite: A Post Mortem

My games title screen
Out of all the themes this LD, the only one I had a solid idea for was “Lost In Space.” I had even made a detailed design document with all of the controls, mechanics, level design and goals outlined. So when I found out that the theme was “Connected Worlds” I had no ideas; all I could think about was my “Lost In Space” idea. So I repurposed my idea to work with “Connected Worlds.” Basically you play as a single astronaut in a ghetto spaceship that was sent on a mission to reconnect two planets by deploying a communications satellite. These planets used to be connected by a single satellite but it broke, disconnecting these planets from each other.

I made this game in Unity in around ~35 hours.

What Went Well:
-Physics! Unity’s physics is a key part in this game!
-The Satellite controls. Deploying the satellite and manoeuvring it is very lifelike and a lot of fun.
-The Spacescapes. They are pretty awesome, if I do say so myself.
-The Satellite Model. I really like it!
What Didn’t Go Well:
-Physics. Sometimes the ship’s physics glitches and it starts spinning and flipping. This is really cool for the player inside the ship but it ruins the game.
-Textures. Why do spaceships have so many textures!
-The glass effect on the window. I needed something to make the windows look windowy. This did the job but I don’t like it very much.

Now, if you haven’t played Satellite yet you can play it here!

Satellite control

Tags: connectedworlds, lostinspace, postmortem, satellite