miro662

LD27

I’m in

This will by my 2nd Ludum Dare.

I’m going to using:

  • C++ with SFML as my programming language and gfx/sound/events libary
  • VS2012 Express as my IDE
  • Paint.NET as my graphics editor
  • BFXR and Audacity for sounds

Work in progress

For this LD I’m working on a platform game called Treasure – you have to find a key to treasure and a treasure itself. You’ve got only 10 seconds to do it! Game is being made using C++, SFML, Paint.NET and BFXR.

Things I’ve made yet:

  • Tiling engine
  • Key & treasure
  • Player who can walk and jump
  • Spikes
  • Time counter
  • Game is stopped when the time is up
  • Trampoline

(player texture is an placeholder :) )

Treasure screenshoot

 

 

LD28

I’m in

This is my 3rd ludum dare. I’ll start in 48h compo and I’ll be using:

  • C++
  • SFML 2.1
  • Paint.NET
  • SFXR
  • Notepad++ as text & level editor

I’ll also use my own class for loading levels in my own MMP format (http://pastebin.com/aaJ39YrM -header, http://pastebin.com/CcYqu6gB – methods implementation). You can use them freely in your games :).

Comments

GreaseMonkey
13. Dec 2013 · 18:32 UTC
Yay for text editor as level editor =D

LD30

Progress so far

For this Ludum Dare I’m making very simple but fun platformer. I’m using Unity3d for the first time.

In my game there are 2 worlds: red world and green world. When you are in green world, you still move right and when you’re in red one, you still move left. You can switch between worlds using Left Control. You can also jump (in both worlds) using Space. Some coins and platforms are only in one of the worlds.

Progress so far:

  • I’ve finished almost all game mechanics (world changing, jumping, moving)
  • I’ve made a lot of graphics
  • I’ve made 1 level :)

To do:

  • More levels
  • Sounds (I’ll use USFXR)
  • Possibly music
  • Menu

My first level (it works faster, of course :) )

Next game?

I’ve completed my first LD game (you can play it here). Because there’s some time left (10 hours for Compo and one day more for Jam), I’ve decided to try to make another one. If I won’t make into Compo, I’ll submit it to Jam. The game title is GalEx.

GalEx

 

In this game you’ll be a employee of GalEx – a galaxy-wide courier delivery company.  You have to delivier packages between planets. If you won’t deliver packages in time – you are fired. Some planets will be connected by galaxy routes – traveling between them will be faster.

Like my first LD30 game, GalEx will use Unity3D, USFXR and Paint.Net.

LD33

I’m in

I’m going to participate in this Ludum Dare.

I’ll proabably be using:

  • Unity3d as game engine
  • Visual Studio 2013 Community Edition as IDE
  • C# as programming language
  • Paint.NET for graphics
  • SFXR or something similar for sounds
  • Pixitracker and Audacity for music

After 4 and half an hour

I woke up at 6 a.m. and I saw the theme.
After about half an hour I got the idea of the game. It is combination of platformer, tower defense (actually reversed :D) and real-time strategy. Codename is “Lemmings meets StarCraft and Plants vs Zombies”

You are an alien general commanding invasion on different planets. Your goal is to destroy enemy base and to do not let destroy yourselves. You can train different units (well, currently only Zergling-like meele unit, but I’m going to add different units) and give simple orders to them (i. e. jump, stay/move). But remember – enemy will also make army!

For this game I went for simple, 8-bit graphics.

Alien Rush post-mortem

Alien Rush is mine 6th LD entry and mine 5th Compo entry. You can play it here.

SCR2

 

What I’m happy about:

  • Gameplay – Most people commenting my game (my friends or other LD participants) says that my game is good, addictive and based around good idea. Personally I also like it :)
  • Game genre – All my former games are platformers or top-down shooters. I didn’t want to make another same game, so I decided to make something different, and the final result is mash-up between platformer, real-time strategy and tower defense.
  • Graphics – In my former games graphics were awful. I think Alien Rush graphics are acceptable, which is already big improvement (and some people even likes graphics!). During warmup, I had a bit of practice with pixel art. Also, I learned how to make animations. I think they adds life to my game.
  • Level design – Most players and I think that levels are nice and fun to play.

What I have mixed feelings about:

  • Theme – Amount of ways LD participants could use it was pretty small, in the other hand,  there were a lot worse themes during votes, or former LDs.
  • My engine – I really like Unity3D and its workflow. But there was one bug in engine that caused me a lot of pain. It caused that some Rigidbodies2D automatically translated into (0,0,0). Everytime it happened I had to restart Editor.
  • Sound – Sound in my game is just SFXR-generated sound effects. I cannot make any music (I’m willing to learn it someday). Besides that, I feel that sound – similar to animations – makes my game alive
  • Splash screen tutorial and learning curve – it translates rules of the game, but now I think that in-game tutorial would be better, ever if I had to sleep one hour less :) Also, learning curve is too steep IMO. I should add easy level 1, which also would serve as tutorial.

What I don’t like:

  • Balance – I hate balancing units and I can’t do it, no matter how hard I would try. As a result, cannons are practically useless, and game feels overall unbalanced.
  • Way I made this game – Shortly after I got idea of game, I sat down and started making it, without any thinking how I will do it. As a result, code is a mess and it leads to last issuse
  • Glitches and annoying things – I fixed all major bugs, but some things are a result of implementation design (e. g. houses blocking units). I couldn’t fix it without remaking almost whole game.

What I hate:

  • I hate that I didn’t make any screens during development or timelapse :(

Anyway, I’m very happy with result. You can play my game here.

Other things about my game:

  • Major inspirations were Lemmings (gameplay, way of commanding units), StarCraft (plot, units) and Plants vs Zombies (HUD, overall design).
  • I’m still thinking about making post-compo version, but I don’t know if I will have sufficient time (school begins soon). In post-compo version, I would rewrite game, eliminating all glitches and annoying things. I’d also like to rebalance game and add in-game tutorial, more levels, more complex A.I. and music).
  • I were going to add menu which would serve as invasion plan, but I ran out of time.
  • If you want to ask me anything about my game or post-compo version, feel free to do it under this post.

 

 

Tags: 2D, compo, LD33, postmortem

LD34

I’m in

I woke up on 8 AM (CET) and I still haven’t any idea for game. Maybe I’ll just make sequel to my former LD game (it falls under 2-button theme, link: http://ludumdare.com/compo/ludum-dare-30/?action=preview&uid=22312)? I’m using

  • Unity3d
  • Paint.NET
  • SFXR
  • GridEditor2D (I bought it recently and I love it!)
  • maybe Pixitracker for music

LD36

I’m in!

I’m going to participate in this Ludum Dare (Compo). I hope I’ll find good idea for my game.

I’ll be using:

  • Unity as my game engine
  • C# as my programming language
  • maybe Zenject as DI framework
  • VS for coding on my PC or VS Code on my Mac (it has pretty good integration with Unity using OmniSharp VSCode plugin and VSCode package (available at Asset Store))
  • Aseprite for graphics (if I decide to make pixel art), or Inkscape + GIMP
  • (B/S/C/US)fxr for sound effects
  • GarageBand for music