mvasko2

LD36

A playable physics thingy

So, we’re currently on something which could be called a break, thus I decided to share what we’ve made so far.
Admittedly, there’s not too much to be seen, apart from (a little unstable) physics and a gorgeous slingshot.

ludum36

Not the best progress ever, but it’s also not too bad if you ask me…

You should be able to actually play it here, if you’re interested.

By the way, it’s kind of a funny thing about gamedev, that sometimes you purposefully search for images like this:

Basic gameplay… ready?

Hello! Remember me? Yeah, no, don’t sweat it, I know you don’t. :)

Anyway, our humble untitled game, though very, very low on content, is actually playable. It even calculates your score, how cool is that?

ludum36_sunrise

We’re planning to add some stuff, mostly levels (obviously) and some eye-and-hopefully-ear-candy, maybe a feature or two if we can come up with any. You can play it right now, if you’re bored. Note, howewer, that the “next level” button currently acts as a restart, but hey, work in progress! :)

I will probably go to bed now, since I’ve found myself procrastinating too much lately.

Good luck with your projects, everyone, I look forward to playing all those awesome-looking games!

More eyecandy, more levels, more tweaks

So there weren’t really any gameplay changes today, we’re quite happy with the mechanics (what can possibly go wrong with them?). Well, unless you count fiddling with a few physics settings to amend the behaviour of different types of blocks.

We did, howewer, add a new background, changed the appearance of blocks, came up with a story (!) fiddled with menus and stuff – we’re actually polishing! Also, there are currently 6 levels.

“Screens!!” – I hear you scream. Or am I imagining things? Whatever the case, here they are:

pharablocks

pharablocks_night

Also, the game will be called Pharablocks, and should already be playable.

It’s alive!

Yeah, we’ve made it! We’re tired and exhausted, and I personally don’t want to do any coding for at least three another days. We’re incredibly happy how it turned out though, and though we’re low on energy, we’re high on joy and satisfaction.

Obligatory screenshot and links follow:

pharablock2

The jam entry
The web version (I hope it’ll work, it tends to break sometimes :( )

Thanks for the experience, maybe we’ll see each other next time!

Pharablock: Post Mortem (not again!)

A shameless offtopic before the actual topic even started – I always think of this song whenever I hear or see the Post Mortem expression:

So, I thought I would follow suit and write a little something about our Ludum Dare experience.

The concept

First of all, the thing which probably surprised me the most – the core idea for our game came together really fast. It might have taken 30 minutes from the moment we said “Hello” to the moment when we knew what we were going to make.

I remember my first thought was to make some kind of an exploration game where you control an archaeologist searching for a treasure inside a spooky pyramid. Then Pavol said something about a prehistoric builder building things with an ancient crane, and we immediately started mixing the concept with Tower Bloxx, and, eventually, Angry Birds.

The first plan was to use both the slingshot and the crane, and let the user switch between them under some circumstances. In the end, we decided that the slingshot was good enough on its own.

day1

The jam

The jam actually went pretty well regarding most things. We didn’t push it too much, we got up around 9 o’clock, had a fair amount of pauses, stretches and procrastination moments, but I think we also got a lot of things done.

The good things

We at Fryhet are a relatively long-time Unity users, and we have considered using it for this Ludum Dare. In the end, we have decided to use Godot. I personally used it for some smaller projects in the past, so I’ve had some experience using it and knew my way around.

Boy was it a good choice!

Quick note: a lot of boring, technical babble incoming, you might want to skip to the next section.

Even though I don’t like GDScript due to the simple fact that it’s dynamically typed (if you do a typo in the variable name, the goddamn compiler should catch it!), I’ve had a really great experience using it.

Sure, it’s not bug-free at all, some things feel cumbersome or unfinished, some bugs in the export templates have caused us and especially the players a lot of trouble, and we’ve had a lot of headaches along the way, but I can live with that.

The thing is, Godot is amazingly powerful, especially the scene system. You can split the entire project into tiny, composable pieces which are ridiculously easy to manage and work with.

Mid-project I’ve decided that the first background we’ve made (day and night cycle with a big dune, it’s still visible ingame) looks cool, and I wanted to try to use day and night “parts” in the main menu as well.
So I’ve duplicated the scene, deleted everything not related to the sky itself, saved it, and instanced it in the old background in order not to break anything, and did the same in the menu.

day2

“Hmmm, it looks quite nice, it’s probably a keeper.”, we both said. Then I thought that it would be cool if the day and night motion would be present and continuous in every scene throughout the whole game. Ugh. How hard can it be?

Let’s create a container node, which will hold the currently loaded scene, and put the background next to it. Now this will be the main scene, and everything else will be loaded into the container instead of switching the scene entirely. So I did exactly that. Just one thing needed to be changed – all scene switches had to be handled by our own custom function. No problem, just search and replace all occurences of change_scene with our function.

“No way that was enough, everything will be broken.” – I thought just as I clicked the play button. “Holy shit, it actually works!” – I thought just 10 seconds later. The whole process took just about half an hour!

I’m sure something similar could be done in Unity as well, I just doubt that with its monolithic scene and prefabs it could be done in such a quick and non-intrusive fashion. No, please don’t hit me, Unity users!

Of course, you need to adjust your thinking to grasp the Godot workflow, but once you do, you can’t help but love it.

The screw ups

The thing I regret a little is that we (I) did a crappy job with the sounds. I personally don’t really like them, and I have also implemented them quite poorly, so they are glitchy sometimes. Also, there’s no music, which is probably even worse. Now that I’m playing all those amazing games which have been submitted, I realize just how much a good music adds to the product. In short, I think we underestimated the importance of sounds and music, and is a thing we should work on a little more.

Also, submitting didn’t go as smooth as we had hoped. Our website was often unavailable, which made it impossible to play the web version (although we’ve added an alternative web link afterwards), some people reported bugs or were not able to play at all, and the Windows standalone build contained a bug causing the slingshot to go towards the top left corner of the screen instead of following the mouse (this has been fixed eventually).

The web version seems to be cursed, anyway. It seems to break in unexpected ways, and these bugs are hard to track down and fix. If there’s one thing Godot is (apparently) bad at, it’s the web export. And quite a few little bugs.

final

The conclusion

All in all, I think we did pretty well. Comments about the game have been astonishingly good, and there are a lot of helpful, talented and friendly people in the Ludum Dare community.

It was a great experience, thanks for that!

Also, here is a link to the jam entry :)
By the way, I have no idea why the comments are disabled, they shouldn’t be.

————-

http://fryhet.com
https://twitter.com/FryhetOfficial

Ludum Dare 47

I'm in! Again.

Hello there!

After Ludum Dare 36, here I am again! This time, I'm going solo, armed with Godot, Blender, GIMP, Krita and Kakoune.

Let's see how it goes. Good luck everyone!

Split-screen race thing shaping up!

What do you do when you spend a good few hours trying to unsuccessfully make opponent AI work in a racing game?

You give up and implement split-screen! Split-screen race game

Also, what you see is water and two boats. Trust me.

Here it is.

Obligatory screenshot about the most original game ever incoming! 2.png

That's all I have energy for now. It was exhausting, but so much fun.

Congratulations everyone for finishing their own games!

Ludum Dare 48

I am in

Yes, I am in, second time in a row - it's starting to become a tradition!

I will be using Godot, GIMP, Krita, possibly Blender.

Good luck everyone!

End of day 1

After throwing away two prototypes and switching engines (Godot to Unity), I have something which somewhat resembles a game. I must admit, this LD it feels like my computer (or my brain) hates me. Hopefully it gets better tomorrow :fingers_crossed:

Anyway, here's a preliminary screenshot of my endless runner if anyone's interested:

game.png

I'm finished! Time to go to bed.

Challenging, fun and exhausting. As expected.

This is my game: https://ldjam.com/events/ludum-dare/48/tic-tac-run

tic-tac-run-cover-photo.png

WebGL version should be coming soon.

Ludum Dare 49

Third time in a row.

My weapons of choice are:

  • Godot for the engine part
  • Kakoune for taming text
  • Krita and GIMP for programmer art
  • maybe Blender for cubes and cones
  • LMMS, Bfxr, maybe Ardour for the ear-candy

All that on my trusted Manjaro.

Good luck everyone!

Connection Lost

This Ludum Dare I struggled harder than before for some reason. I'm not too happy with the result, but I guess it could've been a lot worse.

Here it is, I present to you Connection Lost, a game about fixing unstable network connection by moving closer to the source. connectionemlost/em3.png

I'm looking forward to playing your games, but right now, it's time for bed :slight_smile:

Ludum Dare 50

I'm in again

I'm going in solo again, and with my usual setup:

  • Godot
  • Krita, GIMP, maybe Blender
  • LMMS and/or Ardour

It's almost as if this LD caught me by surprise, so far I haven't even managed to check out the themes properly.

I guess I will just go on and hope inspiration strikes. Worst case scenario, expect a Minesweeper clone from me :slight_smile:

As always, good luck folks!

Ludum Dare 50 finished

As usual, I am not very happy about the result. Especially with the theme that I've chosen, I really wanted to do it justice. Hopefully it will give at least someone a decent couple of minutes :slight_smile:

Anyway, here it is. A game about war:

https://ldjam.com/events/ludum-dare/50/this-special-war

screenshotem2022-04-04/em02-15-26.png

It's bed time now, finally. Take care :wave:

Ludum Dare 51

A little ugly teaser

For the first time in LD ever, I'm fairly satisfied with the logic part after the 1st day. Time to make this ~~pretty~~ less ugly!

teaser.png

Welcome to Cursed Hotel

Hooray, I've finished a game!

This may be the first time I'm not completely disappointed about the gameplay. I'd be glad if you checked it out :slight_smile:

reception.png

https://ldjam.com/events/ludum-dare/51/$302744

Also I'm looking forward to playing your games. I hope I can find enough time for them, a busy couple of weeks ahead of me :sweat_smile: