Title screen!
Alright, it’s not too special, but it’s the first time I’ve ever made one for Ludum Dare, so I wanted to take a picture to commemorate the occasion.
Alright, it’s not too special, but it’s the first time I’ve ever made one for Ludum Dare, so I wanted to take a picture to commemorate the occasion.
So my Dare game blossomed into a Jam game as I suspected it would. That’s okay, it’s a fun idea and I’m glad I get to clean up a few rough edges. I’m nearly done now, just doing a couple of final tweaks.
I don’t have any snazzy animated gifs, but you can check out the music I made for it: LINK
The first two tracks are improvisational piano, and the second two are short little sequenced ideas.

If this looks adorable to you, you should probably play my game.
My game “Only One Chance” is about robots in love and it’s cute! You should check it out: BOOM!
GOOD STUFF
COULD-BE-BETTER STUFF

GOALS FOR NEXT TIME
Mainly cuz I’ve been spending the last couple of hours trying to get Phaser to do simple things like reading tilemaps and so forth.
Why do I insist in doing LD in a new framework every time I start? Just imagine all the things I could accomplish if I wasn’t so dumb. <_>
Link to watching me suffer: https://github.com/johnfn/ld29
Definitely not finishing this time. I was way too ambitious, I had way too little time, and for some reason I decided to use a framework (Phaser) I didn’t know, and language I sorta knew (Typescript). On top of that, I had no starter code like I normally do, so even at the halfway point I was only implementing really basic stuff. It’s kind of a shame as I though that my game concept was quite interesting.
Phaser was really enjoyable to use though, though the compile-from-typescript workflow isn’t really ideal.
I did finish a pretty good song though – I think my biggest disappointment is that I won’t be able to see how I’d place in audio, but oh well.

hmmmmm. Well there goes all my ideas about platformers right out the window.
Can’t wait!
Here’s some code that I’m releasing: https://github.com/johnfn/BaseUnityProject
It’s a simple collision engine and map manager for Unity.
Yeah I haven’t done any art at all… but at least you can see the scoping mechanism of my gun. Which is not that unconventional.
But if the light green square is the main character, why does there seem to be 2 of him… Hm. That’s weird. I’m sure it’s nothing though.
I also wrote an object pooler for Unity because it’s not built in for some reason? Seriously, they have so much ridiculous stuff, but no object pooling? Huh…
…no doubt.
Still, I’m thinking very seriously about writing a strongly worded letter to the guy who decided that game objects can have multiple components of the same type by default. When is that ever the right idea?!?
Stuff I’m gonna use:
My goals are very lofty
Okay! let’s do this!
I’m in for LD37!
Things I’ll use include but are not limited to:
Let’s set a goal for myself, because why not? I want more improvement on the art side of things. I want my game to feel dynamic and artsy. Particle effects everywhere!
Here’s my starter code. It’s just some collision detection stuff, plus some IoC stuff that I really don’t understand at all and shouldn’t be learning during LD. 
Good luck, everyone!
I always want to do platformers.
And then we always get these weird themes that aren’t amenable to platformers at all.
I mean, what’s the point of a platformer if it’s in a single room? How on earth could you do a platformer if your Entire Game is On One Screen? etc
The next theme is going to be “Anything But A Platformer” just to spite me.


They told us not to use a framework we didn’t know, but did we listen to them??
Maybe we should have, though.
Anyways, here’s what I got done on day 1:
Yeah, not too much!
This looks terrible. I don’t care