lioneljitro

LD26

LudumDare 26 Warmup

Bit late, but I thought I better make something before tomorrow and test that I can record my screen.

Just followed the guidelines in the blog post

  • No rules or limits. This is practice.
  • Learn your development tools! Write some code, run it.
  • Make some art, get it on screen, make it move.
  • Print some text to the screen. Print some text to a log (if applicable).
  • Make something that should take “hours”, not 2 days.
  • Then package it up…

Quick update

I just realised I haven’t posted since the theme was announced.

I don’t love the theme, but I’m making a game so who cares =)

It’s going to be a really simple side scroller.

I’ll make a video a bit later when I’ve done more.

I’ve decided to record some piano for music.

Here is the main character standing on the edge of the world.

Another Update

Well I have a game. It plays.

The minimilism is two fold.

1. The play style is only on the x axis (you can jump)

2. The story of the game is based on the oxford dictionary definition. “b one which reduces the government functions and intervention to a minimum” Your character is on his way to shut down a government who has locked down the world completely. Hopefully I’ll actually be able to put the story into the game.

LUDUM DONE!

Well that was a crazy fun.

Two days and I’ve got myself a game.

ludumDareScreenShot

Post dare reflections

commit_log

It is pretty cool looking back over my git commit log thinking that at the very start something as simple as key inputs to move the character on screen didn’t even exist; then 48 hours later or so there was a playable game.

Jellycakes played my game on live stream before at it was a unique feeling seeing someone on the other side of the world spend a little bit of time interacting with something that wasn’t even an idea last week.

It also pointed out a lot of flaws in my game which I didn’t really consider, I think next Ludum Dare I’ll have to get people to play test it before I release it.

Ludum dare really is quite special and I can’t wait for the next one, now back to playing random games.


My game be here.

OUYA port of Minimalist’s Journey Towards Overlord Minimalism OUT NOW

Hi Dare devils,

I’ve just release an OUYA port for my Ludum Dare #26 entry.

I myself don’t haven an OUYA but I’ve been told everything works besides the music.

bg

Comments

jacklehamster
02. May 2013 · 04:36 UTC
What’s the experience developing for OUYA? Is it hard?

I really want to get into that.

LD27

Ludum Dare 27: I’m in!

Alright, I’ve decided to start getting hyped, I’m in!

Last Ludum Dare was my first and it was a lot of fun. My only goal was to finish a game and get it out there, success.

That being said there were some major flaws with the mechanics and it was an incredibly dull game-play experience. So I’ve written myself a list of goals to try and guide me.

Goal List:

  • Take the theme literally.
  • Plan thoroughly.
  • Don’t make it too hard.
  • Make controls nice when they are first implemented.
  • If a mechanic is 100% going to be in the game, implement it correctly the first time you put it in.
  • Max three coffees a day, maybe four or five, no more than six.
  • Write blog posts through the comp to reflect on your course.
  • Find people to play test within the 48 hours.
  • If following this list is ruining the fun, ignore this list.

Tools (same as last time):

  • Loom Game Engine: It’s easy to use, has live reload and is simple to deploy.
  • Sublime Text Editor: I’ve never loved a text editor so much before.
  • Photoshop: I’m too lazy to learn anything else at the moment.
  • Texture Packer: This is great for automatically making sprite sheets from image files.
  • Audacity: I’ll probably just be recording sounds again.
  • Bitbucket: My git source control provider of choice.
  • Mural.ly: A cool web app that I’ll use for planning my game.
  • Open Broadcaster Software: If I stream I’ll be using this, it is amazing.

Good luck everyone, 23rd can’t come soon enough.

Comments

12. Aug 2013 · 07:44 UTC
Neat!

I’ve downloaded Loom but not tried yet. What is your experience with it?

Things are moving.

So It took about three hours of rejecting ideas before getting to one that I thought was manageable and I’d enjoy doing. I’m not sure what happened to the other 5 hours.

Regardless. I’ve got an idea, and actually made progress. Very little, but something. I won’t give too much away on what the game will be about.

The character is very much place holder.

Fleeting Reality Post Mortem + Post Jam

 

Fleeting Reality

tl;dr I liked the look and atmosphere of my game. I hated everything else, or lack thereof. I’m currently making a post jam version that is completely different.

game

Fleeting Reality was my second attempt at Ludum Dare. I think I learnt a lot more from this one.

What went right?

– Graphics:
I liked what I created in the time, and I made a lot more that I never used.

– Atmosphere
The limited sounds and camera distortions created a semi creepy atmosphere I was aiming for.

What went wrong?

– Mechanics:
The mechanics worked in my mind, I translated them horribly. I didn’t give the player clear enough instructions either.

– Music:
If you’ve played the “game” (don’t if you haven’t not worth it) you’ll notice there is no music. I actually spent around 3 hours trying to record and edit eery piano music. My mic was screwing up for the first couple of hours then I decided it really didn’t fit the game at all.

– No fun:
The game simply was tedious to play. Part of this is not getting solid mechanics. Also I forced the theme into the game too much.

Tips for myself for next Ludum Dare.

– Find the fun, before anything else.
– Code more, draw less.
– Be better with tools.
– Invest in a midi keyboard and/or learn to make music on computer.

POST JAM VERSION

So as I said I like the atmosphere. I made a lot of assets so I’m currently making a post jam version.

Everything is different, everything.

First 10 seconds will be a thing of the past, sorry theme but you gotta go.

Next you won’t actually control the patient directly. There will be two forces of “unreality” trying to manipulate the reality of the room. The player and the computer. Reality will slowly crumble. You need to manipulate the player to make your version of reality victorious.

The patient is meant to be creepy insane, so I thought having the player actually controlling him ruins the concept. The gameplay is a lot more involved.

Also the patient now zaps stuff when reality is distorted enough.
shoot

Comments

21. Sep 2013 · 03:27 UTC
Postmoretems never get enough thanks. Thank you.

OMG I NEARLY MISSED THIS MINI LD

Wow, so glad I just checked the site.

Shark theme sounds awesome. Why couldn’t an actual ludum dare be that cool!

No idea what I’m going to make yet but I think it will be based about sharks getting revenge on the evil, evil people that take part in shark finning.

The sharks are going to have metal fins and jet propulsion.

Small wip:
sharkapoon

Sharkorghini

I was too tired last night to write anything, here is my game:
Sharkorghini

Click me to play!

The premise is that you’re a shark that has been finned. Shark meat is pretty much worthless, however shark fins are worth a lot. So certain fishermen catch sharks, cut the valuable fins off, then throw the still living shark into the sea where it can’t swim. It dies.

Sharkorghini was victim to such an atrocity. However he was saved and given fins and a turbo engine to get his revenge.

The game didn’t get as far as I would have liked. It is currently an endless runner. Don’t hit the mines, eat boats.

After each wave of mines you’ll speed up. I didn’t have time to add in-game ui.

Nevertheless it was fun. Also it is the first ludum dare game that I’ve put a menu on.

Sharks was an awesome theme. Hopefully December’s ludum dare comes close.

LD28

I’m in, partially.

I was really excited for this ludum dare. However it looks like I won’t be able to devote the whole weekend to it. Which is rather sad. I’m thinking I can give myself about 6 hours. Hopefully a bit more.

In my post mortem for last ludum dare I gave myself the following goals.

Tips for myself for next Ludum Dare.
– Find the fun, before anything else.
– Code more, draw less.
– Be better with tools.
– Invest in a midi keyboard and/or learn to make music on computer.

I’ve bought a keyboard. I’m no better with my tools. I can endeavour to code more than draw, that will definitely help with my limited time. Funding the fun will be a welcome challenge.

So good luck y’all, see you on the other side.

Comments

12. Dec 2013 · 05:40 UTC
yeah i’m going to only be part-time this weekend too. good tips!

You all look fantastic and your games are going to be awesome.

First off I have to say everything that is going on this page is looking amazing!

Next week is going to be a so much fun. There are so many great looking entries being created. Keep up the fantastic work!

I’ve just started to make something. I’m a bit time constrained

I’m going trying to learn Unity with the new 2d tools. Ludum dare is about learning for me, so learn I shall.

I’ve made my main character sprite, need to edit a couple of frames but I’ll do that after I have some gameplay. Hopefully I get something playable by the end!

ld28hero2

Keep making awesome stuff people!

LD29

I’m kinda in

After only have a very small time block for last ludum dare I was really hoping I’d have the full 48 hours this time.

Alas it is not to be. I have this time this weekend so I’ll probably make a warm up game.

I’ll try and make something small anyway.

If the time isn’t non-existent this is the plan:

  • focus on one easy to implement mechanic
  • make that fun
  • bake for 2 – 3 hours on a medium heat
  • if still fun decorate with art, music and sounds
  • serve

Good luck y’all!

LD31

Im in!

Yay Ludum Dare! I’m in!

Been a long time. I just installed unity 4.6 so I might try that.

No idea if I’ll risk trying 3d with blender considering I’ve never done it or just stay 2d.

Time will tell…

Happy LUDUM DARE!

The idea + terrible mockup

I’m so glad snowman didn’t win. This is a pretty nice restraint. I’m really looking foward to see what comes out.

My idea.

You are a monster breeder. You breed monsters for all sorts. Wicked warlords, eccentric wizards and the rest.

You are given a contract and you must breed a beast to meet the client’s wishes. You don’t control the beast, but you control its enclosure.

You will release things for it to gain exp against. Set up obstacles for it to learn how to maneuver so eventually it will become the beast the client wants.

Hopefully it isn’t too ambitious.

Very basic mocup

 

It’s feeding time!

So I only just started coding. I still only have placeholder art. It has nearly been a day…

Whatever. ITS FEEDING TIME!

firstScreen

Starting to feel vaguely like a game… Kind of.

I feel like I’ve finally started to get somewhere. Still so, so much more to go. Fingers crossed I get some of it done.

starting

Comments

07. Dec 2014 · 01:32 UTC
Very nice look & feel