jishenaz

LD27

First try at LD

This is going to be the first time I participate. My hope is that I’ll make something at least decent in 2 days. This will be a test of productivity.

Here are the tools I’m considering:

IDE: Game Maker Studio or Unity 3D, depending if the game will be 2D or 3D.

Language: GML or C#, depending on which IDE I choose.

AudioWavepadBFXR, or FreeSound.org

Music: No clue…

Graphics: Game Maker’s sprite editorHexelsPaint.NET, or something else.

Planning: 53 Paper for iPad, and a whiteboard :)

 

Best of luck to everyone.

My progress can be followed on Twitter.

Tags: im in

Defining the word “seconds”

I just came up with a nice idea for my game that involves multiple uses of the word “seconds”. Who said that “seconds” had to be a unit of time? :)

Comments

rt365
24. Aug 2013 · 01:08 UTC
You my sir are a genius …..

Programmer Art

I don’t model that often, but I can make simple shapes. Hopefully, I don’t need to model anymore.

Image 002 Image 003 Image 004 Image 005

Comments

stepvhen
24. Aug 2013 · 16:20 UTC
Programmer art is best art.
24. Aug 2013 · 16:35 UTC
lol

Arena

The arena. Kinda lonely for now. Deciding between 2nd human player or AI.

Image 006

Comments

Koltiman
24. Aug 2013 · 20:15 UTC
If posible, why not both?
24. Aug 2013 · 20:16 UTC
I could do both, but I’ll probably only have time for one.

Main Menu done

Main Menu done for now. Not the most creative name in the world.

Image 007

HUDs are hard to make in Unity

The HUD was actually a pain the implement. Health bars are not done yet. Green number and middle orange number do work.

Image 008

Unity’s GUITexture is a pain

I finally got health bars working. It was a huge pain because the width of the bar wouldn’t change no matter what I tried. I gave up Saturday night, slept, and messed with it in the morning only to find out that Unity says you cannot modify (Rect) pixelInset.width directly.

It never said that before, when trying to access pixelInset from an array. Writing the implementation another way revealed the error.

Rect.width is apparently read-only, but the documentation doesn’t say anything about this.

If only it told me earlier, I wouldn’t have wasted so much time on the HUD. Well, I guess it doesn’t matter anymore. Time to move on to the rest of the game. Good luck to everyone. Hopefully there will be less bugs in the world.

Powerups WIP

Powerups are underway, but not finished yet.

Image 010

Finished my first LD

Can’t believe I finished! It was fun for the most part. My only bad moments was getting the HUD and the AI to work.

Image 012

Dumb question

I know this is a dumb question, but how do you rate a game? Do you just comment on it?

Tags: help

Comments

25. Aug 2013 · 23:51 UTC
You’ll be able to rate games once the submission hour is over.
25. Aug 2013 · 23:52 UTC
I think the ratings don’t get enabled until the submission period is over.

Once rating is enabled, you will see categories above the comment box for all the categories you can rate people in.
25. Aug 2013 · 23:55 UTC
Thanks guys.
25. Aug 2013 · 23:56 UTC
I was just about to ask this myself! :) Very excited to play everyone’s games! 😀
25. Aug 2013 · 23:57 UTC
Can’t wait.

Favorite Screen Recording Software?

I was wondering how everyone was recording their game development progress and demonstrations. It doesn’t have to be free, but shouldn’t be anything crazy expensive. I mostly worked from Windows, but I have a Mac as well, so Mac people should chime in.

Also, how are people making these gifs of their games?

Tags: question, recording, video

Comments

Joeslayer97
26. Aug 2013 · 21:14 UTC
For video recording and streaming a nice free software is OBS (Open Broadcasting Software)
26. Aug 2013 · 21:15 UTC
I use MSI afterburner to record videos of my games.
26. Aug 2013 · 21:28 UTC
On MAC -> QuickTime
19. Sep 2013 · 02:45 UTC
For recording your game development to GIF files, I found a program called LICEcap. It’s for Mac and Windows.

10 Seconds In 10 Seconds – Postmortem

Image 007

This was my first Ludum Dare adventure and also my first game jam. I usually avoided game jams because I was under the impression that you must suffer sleep loss. Funny, I found a lot of Ludum Dare advice saying to get a good night’s rest, but that’s besides the point.

My best impression with Ludum Dare was the wonderful community here. There was a lot of positive energy, which I don’t usually see on the interwebs. I would like to thank everyone for making such a wonderful community of game developers and for making this game jam. And thanks to everyone who played my game. I was surprised by the amount of people who liked my game!

The game can be played here. Video here.

Image 010

 

Design

Even though I’m not a game designer, the design stage of this project was probably the fastest. When I saw the theme 10 seconds, I was more than happy to work with it, but I wanted to make something a little unique. Then someone mentioned finding other definitions of the word “second”. This intrigued me to look up the word in a dictionary.

Seconds most likely refers to a unit of time, but there is also that verb that’s similar to “agreeing”. In that context, it would be like saying “I second you!” That’s where I got the idea of the ten diamond-shaped spirits revolving around you. If you do what they like (risking your health for a special relic) they will “second” you, as in support you in your fight against the opponent.

I’m not sure if that makes much sense, but that’s what I came up with. That’s also where the name “10 Seconds In 10 Seconds” derives. Not the most unique name on earth, but I figured it would be good enough. I surprisingly finished designing the first night (Friday).

whiteboardLD27

 

Programming

Programming was where I spent the most time for this project. Probably the case with a lot of people. I would have to say that it was better than I thought. Of course, I studied programming in college and I already had experience with Unity, but I think all programmers know that you get this great feeling when you program something and it mostly works and you know what you’re doing. I certainly felt that way, even in AI, which I struggled with.

One of the hardest things I struggled with programming was the HUD, especially the healthbar. I haven’t done too much HUD programming in Unity, and even if I did, I don’t remember much. The biggest problem with the healthbar was to get the width to dynamically change. I was using a GUITexture in Unity to do healthbars, and GUITexture has a property called pixelInset, which is a rectangle. It took me a good night’s sleep to figure out that rectangles don’t like to be edited directly (such as pixelInset.width = 80), but the whole rectangle has to be replaced (pixelInset = newRect). That one dumb problem probably wasted a nice 3-5 hours, hours I could have spent on AI.

And that’s the main problem for me concerning AI. I started it late (about 3 hours before the deadline) and I could actually make it decent if I had more time to think over how the behaviors would work. Debugging AI is a very time consuming activity, so that doesn’t help much. I realized a lot of things in the AI I could have improved after playing the game post-release.

Image 008

 

Art

I’m not much of an artist. Knowing that, I knew I couldn’t waste too much time on art. At the same time, I didn’t want my game to look bad. Early on, I actually wanted to use simple textures, but as I became more aware of the time limit, I stopped thinking about textures.

I decided on an art-style that mostly relied off differences in color and an appeal to simple polyhedrons (I suppose like old 3D games). There should be a sense that you are in an abstract 3D virtual world, not a realistic place you can compare to in real life.

The many cubes in the background, I feel, add to this art-style. They represent depth and location in the playing space, since you see all of them at slightly different angles. I also figured that I wanted a visual background of some sort. It kind of reminds me of the games made by Kenta Cho, so in a way this art-style is a tribute to his inspirational works.

I modeled everything in Maya except the pentahedron (the players) and all standard Unity primitives (capsules, spheres, and blocks). The pentahedron was borrowed from a game I worked on with a student team. I was surprised I still had the Maya license granted for being a student, but I want to learn Blender someday so that I don’t have to rely on very expensive software.

LD47Art

 

Conclusion

In the end, I actually had a really great time (I was uncertain of the outlook) with this game jam. The time constraint was actually a nice driving force to make me deliver something, even if it’s not the best thing on earth. You really do learn a lot from this, people are serious when they say that.

As for my game, I will make a post-compo version that addresses the problems mentioned in people’s feedback. I’ll tweak controls, but who knows how long that will take. I definitely will have a local two-player setup. The two-player mode will most likely use Xbox 360 controllers. I will make the tutorial much better because I know it does not explain the controls and that would annoy players. I’ll try to refine the game design so it’s easier to get ammo and get seconded by spirits. And of course, I will fix the AI. I will take my time for the post-compo version, so I can’t promise that it will come soon.

Anyhow, thanks to everyone who played my game and gave feedback. If you haven’t tried it yet, you can check it out here. Gameplay video can be seen here.

Image 002 (2)

Tags: 10 seconds, First entry, First Time, first-timer, postmortem

Multiple Xbox controllers in Unity?

Has anyone done this before? There seems to be no tutorial on this,  and Unity documentation is terrible concerning multiple controllers.

Comments

30. Aug 2013 · 02:45 UTC
If you don’t know about the InputManager, check out the InputManager. I suggest you make something like this there:

– Player1_axisX

– Player1_axisY

– Player1_buttonA

– Player1_buttonB

– Player2_axisX

– Player2_axisY

– […]
30. Aug 2013 · 03:17 UTC
I appreciate the help guys.

LD28

A little late

This time I’ll make a really simple game due to the tools I’m using.

Language: C++

Libraries: SDL, GLM, GLEW, FreeImage, OpenGL

IDE: Visual Studios 2012

The base code I’m starting of with can be downloaded here:

https://app.box.com/s/p533pm7vea8ho9rihnuq

Tags: C++, Windows

Status Report

Since I’m making a tiny game in C++, there isn’t much gameplay to show, but I do have these two textures.

The project will be hosted on Github.  My commit messages will probably suffice for status reporting.

LD Needs Optional Rating Categories

I was looking at the ratings for my game.

jisLd28Results

 

Don’t get me wrong; I’m not disappointed with these numbers at all, considering how simple my game is. However, I’m surprised by a few of these numbers, especially Humor.

Given I am 776th place in Humor, that makes my game “more humorous” than over half of the entries in Ludum Dare 28 (assuming over 2000+ entries). But my game has no humor in it at all; it was not an intended focus.

So one of my questions is: how did my game rate so high in Humor when it didn’t have any? My other question is: would it be possible in the future for Ludum Dare to have certain categories, like Humor, be optional? Like for example, I want to be able to disable Humor for any game I make that doesn’t have any humor in it. Same with audio, etc.

Tags: categories, ratings

Comments

09. Jan 2014 · 17:17 UTC
First off your rank is within your category of submission (compo or jam). So you are #776 out of #1010, still it puts 25% of the compo entries after you. If you look at the star-value for your humor rating it is actually your lowest score in terms of stars. To some extent this could imply that there are many non-humorous games. Which is probably partially true. However part of it is that people don’t think that the categories are optional when voting, which indeed they are. You can, as I think you should, skip voting for audio if the game has none (alternatively maybe you should vote 1 because many will think they have to give a vote on all categories and some will sloppily give 3s to most things). In that sense, in part, I would agree with you. But I would say that its simply a graphical thing. There could be a N/A button that you can click instead of the stars. Voting system is fine as it is.
09. Jan 2014 · 18:50 UTC
Believe me it gets worse. I once made a game that I thought had decent graphics. After it ended, I was playing a game when I suddenly realized that it had placed better than I did in the “graphics” category. Nothing wrong with that, other than the fact that it was a text adventure!

LD30

My 3rd LD

I’m fortunate to be able to participate in this Ludum Dare (I couldn’t do the last one). Here are my tools:

  • IDE: Unity3d
  • Language: C#
  • Art: Blender (I’ve been learning)
  • Sounds: BFXR
  • Music: If I have time, I’ll try to use PxTone. Just started learning it.

If I plan on using Xbox 360 controllers in my game, I’ll use my input wrapper I made for Unity that makes Xbox 360 controller easier to implement. It’s called XboxCtrlrInput. Anyone can use it. The setup instructions are on the GitHub link.

For anyone who wanted to learn how to use Blender, I found a great beginners tutorial a while ago on GamesFromScratch.

For anyone who wants to learn how to make retro video game music, PxTone might be of interest to you. It’s from the maker of Cave Story. An English tutorial manual is provided here, for anyone interested.

As for the themes, it’s always uncertain which theme is going to win. So what I did was I read the list of final themes and imagined what kind of games could come out of each theme for about a minute each. Just light thinking. It will hopefully mentally prepare me for whatever theme wins. I would recommend doing it as a mental exercise to prepare for Ludum Dare.

Best of luck everyone!