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LD23

Tiny mockup

A little mockup of the game now being developed :D

8

This entry was posted on Saturday, April 21st, 2012 at 10:51 am 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.

Tiny update

Now this is gameplay :D

We got movement, some functionality such as grabbing objects for cover, and eating stuff to recover health.

Edit 1: And also some litte physics to float on water

5

This entry was posted on Saturday, April 21st, 2012 at 2:43 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.

Tiny game finished

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ A_Bathtub_Story ABS_sample1 ABS_sample2

The game is ready!

 

Having some trouble to submit…

A bathtub story – Post mortem


Introduction

This is my first Ludum Dare. As a full-time developer I have always  liked games, but never programmed them. Ludum Dare is the perfect opportunity. As developer, programming is my daily job, but Ludum Dare requires not only programming, but also graphics, music and game design.

 

In order to accomplish a game in just 48 hours I selected the following tools:

– Game maker: Fast to prototype and really easy to learn.

– Paint.net: A free and easy tool to create pixel art.

– SFXR: the best for music effects

 

How I work

1. Get ideas on post-it

 

2. Make concept art

3. Polish concept

4. Make it move! Having your art in motion gives you early motivation :)

 

What went wrong

 

1. Not deciding fast enough how the game will go.

At first I had decided to make it a never ending game, survival style, but later changed to several levels. That change required more graphics, more programming and more time.

 

2. Almost none musical ability

My ability is almost null, so… no music for the game.

 

3. Not working on game navigation soon enough.

I never thought in the game flow, and how much time it really required to create menus, navigation and high scores. Create a font required more time than I had thought and it is a tedious chore. I had to go with a simple style but fast enough.

 

What went right

1. Making the concept art early enough.

The concept matured really fast and having the concept really early on gave me time to toy with the ideas I had.

 

2. Correct tools

Having experience in Game Maker really reduced the development time. Many devs don’t like GM for considering it not a powerful enough tool, but for me is a prototyping tool. It can create very fast prototypes that can later be migrated to a more powerful language, but allowing very fast development.

 

3. Previous experience creating shooters

Shooter is a genre I like very much. I am a full-time dev and as such my free time is reduced. A shooter allows me to have fun even if I have very little time. They are easy to play and very fun. I had made some other shooters and that definitely helped.

 

Conclusion

Creating Games is great! Ludum Dare is a great opportunity to get that game you wanted to make but never dedicated enough time. Selecting the correct tools is fundamental since it will allow you to work more in the fun, avoid learning on the go is fundamental for a fast pace development such as Ludum Dare.

 

You can play my game in here

 

Enjoy!

 

Edit 1: As an advice I would recommend making browser games to make it more available for people to play. I will work on that for the next LD.

 

My top games

There are a lot of LD games to rate, these are my favorites:

Tiny Island Adventure

A little platformer with a nice difficulty.  Awesome gameplay and graphics.

Super Tiny Adventure

A Zelda like RPG with quests. Everything is so tiny, but awesome.

Tiny Wizard

A very cool shooter with a gandalf-like wizard.  You shall not pass!

Housefly

The story of a fly trying to get outside. Very cool concept and Fun!

 

 

Feel free to play my game too:

A Bathtub Story
A shooter game in a bathtub.

LD28

Post Mortem – Monster Interceptor – Making a game in 15 steps

I am the creator of Monster Interceptor. A game on which you control a pulsar gun, with the objective of reaching and stopping an alien invasion.

Monster_Interceptor_Ico

 

 

 

Development process

This time I wanted to reach a larger audience and tried to develop using Lōve instead of game maker. But as the time passed I decided to get back to game maker and reach my objective: Finish the game. Next are the steps I did:

1. Get the theme – You only get one

2. Brainstorming for ideas

3. Sketch basic functionality of selected idea

4. Install lōve and run some tests.

5. Implement the pulsar ray. (took a long time… 4-5 hours)

6. Rant about my slow progress using lua.

7. Switch to game maker!

8. Implement again the pulsar ray (Just 30 minutes in game maker)

9. Tweak the pulsar ray for smoothness.

10. Add space exploration room

11. Add menus

12. Add pulsar ray eye candy (paint the trajectory of the “bullet”)

13. Time to add sound effects! (And failed… skip sound effects!)

14. Time to add music! success!

15. Submit

 

What went right

– I had previously joined LD48 and knew about the time constrains and knew the submit process so there were no surprises there.

– This time I tried to do a very simple idea and incrementally polish until the time was up.

– Experience as a software developer allowed me to make better decisions. (Inheritance, design patterns, etc…)

 

What went wrong

– Starting with lōve and lua with no experience on them. Definitely a really bad decision.

– Weird bug on sound effects.

 

The result

Here is my game, I hope you enjoy playing it as much much as I did developing!

http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=11246

11246-shot0

Comments

01. Jan 2014 · 00:13 UTC
I liked your entry! It’s simple and it is original.

The time waste sucks, but you learned about it, didn’t?

Thank you for making a post mortem!

LD29

My third Ludum Dare!

Hello,

This will be my third ludum dare and I am exited! Participating is always tiring at the end, but the results are always awesome. For my last two participations I did my games with game maker, which is a really cool engine, but the problem for me was the accessibility on windows desktop. I have learned now a feature to export to mac and html5, but the html5 didn’t worked as good as I hoped.

This time I am making an accessibility first approach, complete code designed to run in browsers. My tools:

  • Language: Javascript/HTML5
  • Editor: Sublime? TextMate?
  • Libraries: Phaser
  • Art: Paint.net/Pixen/PyxelEdit
  • Sound: SFXR

I have just tried Phaser and it looks really good.

Have fun and make great games.

Comments

14. Apr 2014 · 06:34 UTC
Lots of people using phaser this ludumdare! It is nice to hear that, and I will be using phaser too.

Good luck!
14. Apr 2014 · 20:15 UTC
Same here, will be using phaser.

It seems like the popularity of it has grown quite a bit!

Switcher

Switcher

/ˈswiCHər/

noun

1. Mutated individual with super human abilities. Extremely dangerous. Enemy of the State.

Switcher – Post Mortem

switcher

Switcher is an endless running game with a twist. You are the enemy, it is not because you are the bad protagonist, it is because the protagonist is different. The world fears different. Your choices are to run/fight or die.

The bad

The 48 hours compo is extremely exhausting, at least for me. I can not sacrifice sleep hours since at the end of the compo I still have to go to my 8-5 day job. Instead of using the 48 hours I ended up using maybe just about 20.

I tried also a new engine Phaser to deliver a web game. It went smooth most of the time, except by the one time I hit a bug and waste 2 hours. If I had practiced more, those two lost hours could be used in polishing the game.

The last show stopper was when I was about to deploy the final version. Compressed my zip and upload to itch.io just to have it fail with an error of zip containing more than 500 files! I had only about 20 files and didn’t understood what happened. In the end it was a dummy error. I was using git as version control and I was zipping all the git files as well. About another wasted hour.

The good

Phaser was definitely a good choice. It allowed me to deploy fast and deliver to most of web viewers the game. Accessibility is king. For voting since I have a Mac, I can not vote on Windows games and also have some trouble with Java games. I however had no trouble running flash/hmtl/unity web games.

Designing on pixel art was also good, I have been doing pixel art for almost 2 years now and I am happy I have reached the point to finally release acceptable pixel art, at least pixel art that players can enjoy.

Version control was definitely a great asset. Other games I have delivered for LD were on game maker, which greatly difficult the versioning. This time I was working on pure code and versioning is a bliss.

Improvement Areas

  • Music is missing from the game. For the next game I will try to make time for this.
  • Polishing was also a missing point. I did some polishing but not as much as I wanted. I think the game should be ready, not just feature complete, by the first 24 hours. At least the code and art. Then try to get some feedback with friends, family, or someone and adjust and polish the game the next 24 hours. A really cool game can be killed if it is not polished enough.

Tools

Language/Engine: JavaScript/Phaser

Version control: Git

Text Editor: Sublime 2

Pixeling: Pixen

Debugging web browser: Firefox

You can check my Ludum Dare compo page for Switcher, vote my entry, read comments and even download the source code to see what is inside.

Switcher Post-Compo version ready!

What?!!!

A new version of Switcher?

It has music?!!!

After some days of work a new version of Switcher is ready 😀

You can play it here

I hope you enjoy the improvements!

 

switcher 2

 

Comments

Crefossus
11. May 2014 · 01:54 UTC
Very nice. It’s amazing how much the music and sound effects improve the game. The new background/street looks great too. It’s getting pretty polished.
11. May 2014 · 14:48 UTC
@Crefossus thank you for your feedback, I will definitely add the hit feedback and counter.

LD30

LD31

Paws of Fury

Programming is almost finished, just require more art, animations and music.

Push your cat opponents and become the King!

Screen Shot 2014-12-07 at 10.25.27 AM

 

Paws of Fury Update

More improvements and a background!

Screen Shot 2014-12-07 at 12.32.37 PM

LD32

To battle!

start