Homletmoo

LD22

I’m in! Or not… Maybe?

Everyone’s got to start somewhere. Aw heck, I’m going to regret this.

If you don’t see a game from me in a couple of days assume I’ve died from frustration.

EDIT:

Tools:

Code: FlashDevelop with Flixel or Flashpunk.

Art: GIMP ^_^

Sound: BFXR

Music (if time): PXTone

Term just ended so I’ll probably have a lot of time, but I doubt I’ll be able to spend as much time on it as some…

I am badly prepared.

I’d post loads of pictures of my epic entourage of monitors, but it really just consists of a laptop. On my lap. Oh well, at least its a pretty decent laptop 😛

Morning all!

Just woke up, and I’m ready to code… or brainstorm. Yeah, it’s probably best to know what to do before I make it.

Also, no one has a problem with me using a pre-made colour palette for my graphics, do they?

Update #1

Had this a while ago, but I thought I might as well post it 😛

EDIT: AGRR so stretched… Imagine it like this, only normal looking.

LD23

I’m in, provided things go well tomorrow.

Tools:

Programming: FlashDevelop as3

API: Flashpunk

Art: The GIMP

Sound: bfxr

Music: Whatever I can muster in Ableton Live Lite, if I have the time

Version control: GIT Bash

 

EDIT: I derped. Base code here.

I made a island.

Now I just have to figure out what to do on it…

Screenshot of floating island

LD24

I’m in.

I STILL HAVE EIGHT HOURS.

Who needs graphics, anyway?

LD25

!ni m’I

They’re just mock exams anyway…

LD26

I’m in.

See title.

LD27

I’m in.

LibGDX, or FlashPunk? I probably should have already made this decision.

LD30

Marble Run – A Last Minute Post-Mortem

I’ve been doing Ludum Dare for a couple of years now, but this is my first post mortem, so bear with me. Oh, and why not play the game while you’re at it :)

Screenshot of Marble Run.

The Good:

  • The marble sounds! They were almost an afterthought, but are now definitely my favourite feature of the game. I recorded the sounds using glass marbles on a wooden table, with an iPad mic. After some touching-up in Ableton Live, I was really pleased with how good they sounded, considering they were captured with such an awful mic.
  • The difficulty. I tried quite hard to make a gradual progression, and introduce more marbles and holes over time, and it seems to have paid off. A lot of commenters have expressed how the game is challenging in a good way, which I’m very pleased with – especially since it’s not something I’ve been great at getting right in the past!

The Bad:

  • Lack of music. I originally wanted some kind of background music, at least for the title screen. In the end I decided it would have been too difficult to compose something that didn’t ruin the aesthetic, so I just left the marble sounds by themselves.
  • Marble physics. Thanks to a lack of Flashpunk support for collision circles and a lack of time to implement it, the physics were a very accurate representation of a axis-aligned hitbox sliding around on a block of ice. Unfortunately, marbles are not square; they are round.

The Ugly:

  • The graphics. The aesthetic turned out quite nice in the end, but it’s still no where near as flashy as some of my previous games.
  • Developing a game without internet access. I wouldn’t recommend it.

LD31

I’m out.

Just kidding.

FlashDevelop, Flex, Flashpunk, GIMP, Ableton Live etc.

Git.

Pretty much sums up Ludum Dare in general:

git

My game’s submission page, if you’re interested, not that you should be.

LD32

Nuke Whaling Post Mortem

Nuke Whaling screenshot.

Nuke Whaling

This was bound to be an interesting one from the start, as my first (and, possibly, last) Unity game, after 9 entries in Flashpunk! You can imagine my dismay at discovering the whole Chrome fiasco on the day before the competition started, but by that point I had already committed (both mentally and in Git). Below I’ve listed some of the things I think went well with my game, and some that went not so well.

The Good:

  • The music. I’m very pleased with the audio in general this time round, particularly the way the sound of the bomb syncs with the music.
  • The aesthetics.
  • Aeroplane physics. I may have spent a little too much time on this during the first day, but it was worth it. The plane is affected by lift, drag, and weight, dependent on velocity, engine power, and angle of attack (thanks to NASA).

The Bad:

  • The concept. As usual, I began working before I had a real concept, and it took its toll on the direction of the game. Once you get used to the game, it’s very same-y and easy to stay alive (since there’s no real difficulty progression). There’s no real incentive to score points other than bragging rights.
  • The code. Not being used to Unity, and being extremely rushed, I wrote a lot of code that should never see the light of day. I was just getting used to writing good code in Flash, but then that wouldn’t be trying something different :)

The Ugly:

  • Unity’s HTML5 export. In an attempt to evade Chrome’s blocked NPAPI, I originally used the HTML5 export in Unity, and I can see why they call it a preview… After taking nearly 10 minutes to export, the build was 20 times the size of my largest Flash game, and several game features were broken. In the end I decided to stick with the webplayer.
  • Killer whales. I never got the chance to animate them!

I’m a bit behind on rating, since I’ve been very busy this past week, but I’m looking forward to seeing more of everyone’s games!