nusan

LD25

Some shader work

Screen01

Ok, my shader work is nearly finished, but that doesnt make a game … Now, starting the random generated maze.

I’m using PlayCanvas, and it’s a nice framework.

LD26

NuSan !Complex PostMortem

Hello, here is a little postmortem of my entry on LD26 : !Complex

First, you can find a time lapse here : http://youtu.be/HBs6oL3Qv1k

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I have made an HTML5 game using THREE.JS to manage matrices and vectors, and mostly because i like making shaders !
WebGL give you a lot of raw power throught the GPU, that javascript can’t.
My view of the theme was : making a game looking simple, but by playing it, the player will disturb it, transforming it to a more chaotic or complex version.

Characters
I started by making a voxelize character, all proceduraly, starting from a single cube spawned on the edge of some primitives : cube, sphere, and capsule.
Then, the individual cubes are snapped on a 3D grid, witch give you this proper voxel style, and enable you to change the resolution by changing the size of the snapping grid and cubes. Animations are made from sinus functions apply on rotation of individual body parts.

So enemy and your character are simple bix flat boxes when you remain still, but become a recognisable character when walking or fighting. The ground also is plain white and become shaded and lighted when you move around.
At this point, the simple style was a little bit unreadable, and so when you prepare a jump, you cant even seen platforms edge while remaining still. So i added an edge detection pass that draw lines around everything. A last thing i added is the red “lava” under the ground, because a lot of time, i was falling into death without even knowing the ground wasnt there. With a bright red, at least you cant miss it.

The level only use a heightmap to displace some cubes, and a spawn map to place the enemy spawning locations.

Then, the gameplay was a bit hard to do, specialy with my basics skills in javascript. I made collision system, pathfinding, and it took a lot of time, and the enemy keep falling into trap or getting stuck on corners. In the end, i have managed to avoid falling, but not the getting stuck one.

In conclusion, i am prety satisfy with the graphic result, even if i wanted to do more by realy morphing the ground and adding cool voxelized FX. The gameplay is realy simple but working, i just need more content, meaning several enemy types, bosses, some weapon or buffs for the player, and a final ending like Fez !

I realy like the LD format even if its hard on sleep time, and it’s like the only way i can motivate myself to finish a game ! Thank you all ! Now i go back to rating and playing.

My two LD entries now working on Android

My entries to LD25 (Under a bloody sky) and LD26 (Not Complex) now have touch support, and work properly on my Nexus 4 Android device. Those two project use WebGL so few thing where realy necessary to make them working. For an unknown reason,, “Not complex” only work with firefox, not with chrome. It’s the same with every THREE.JS samples i could test.

http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=18943

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http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=18943

Screen_01

“Under a bloody sky” use the framework PlayCanvas, and was very very simple to port. In fact, nothing needed changes except adding touch control. It work on Firefox beta and Chrome on my Nexus 4. The layout is prety simple, with only one touch event supported, dragging horizontaly will rotate the camera, and if you are above half the screen, you will go forward, and below 1/4 you will go backward.

“Not complex” was, well, not so simple to port. First, chrome doesnt seem to handle THREE.JS webgl, and some graphics bugs were visible in Firefox (changing an alpha value from 0 to 1 magicaly fixed it) and the control are a lot more complex. I also needed to attach keyboard event receiver to document, and touch event to the welGL canvas to make it work properly.

The controls use two distinct hidden zone. When the mobile is vertical, it’s the top and bottom, while horizontal use left and right, so you can put your left thumb and your right index. Draging on the bottom/left zone will make the character start moving in the specified direction, and tapping will make the character jump. The top/right zone make camera rotate by dragging, and tapping will make the character punching. The control are a little bit slugish for now, mainly with the jump, and it realy need a GUI to be user friendly.

Here is a small abstract of the layout for “Under a bloody sky” and “Not complex” horizontal and vertical.

Layout

If you have any advice or tips about touch handle and layout, it’s realy wellcome.

Tags: android, webgl

LD28

LD28 – The One Time Dungeon

Here is my entry, it was realy hard to complete it in time, i need to learn to size down my goal.

Screen_LD28_1

You have only one life to complete this dungeon then it will be gone forever

It’s made with HTML5/WebGL/THREE.js and it prefer Chrome browser. I will upload a timelapse tomorow.

 

LD30

Android & PostCompo for Path of Supernova

My puzzle game for LD30 is now available on Android. I also made a postcompo version.

http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=18943

Screen_01b

The main goal of the postcompo version was to simplify the rules a little. Until now, every powered tile could be moved.
This was never the goal, most levels can be solved by moving only the Supernova.
But without the possibility of moving other tiles my random level generation could produce impossible levels.
I have now fixed my random level generation, so there is no need to move other tiles around.

Here are the changes :
Slight change of rule : only the supernova can be moved around
Progression (last level unlocked) is now saved
Random levels Hard & Unknown better balanced
Last level completely remade (less difficult)
Better UI

Tags: compo, LD30, post-mortem

LD33

Timelapse added + multiplayer + stability fix version

We just pushed a new version of our LD33 jam entry “Human Zoo”. This fix a crash in the HTML5 version when playing for several minute and going out of memory. We also give the offline solo “.exe” version and a multiplayer version. With this version, you can play multiplayer on the same machine, in lan, or through the web. We played a bit of the multiplayer, and its fun to compete or cooperate. You can grab a stunned player either to save him or to put him back in the cage. Playing the game yourself in multiplayer give a lot of emergent ideas. Let us know if you had fun !

Human Zoo

We also recorded a timelapse while making graphics :

Tags: bugfix, jam, LD33, timelapse

LD34

Ludum Dare 37

LD 38

Quantum Frustum get Linux and Osx version

What if you could explore a world so tiny that quantum effects start to take place. In "Quantum Frustum", you can. You have the help of a beam of light, but your journey will be strange and disturbing.

Screen_01.jpg

You can now play on Windows, Linux and Osx, let me know what you think of the concept. https://ldjam.com/events/ludum-dare/38/quantum-frustum/

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LD 41

My "math meet flappy bird" game is missing a few votes

My game for LD 41 is an edutainment game where you play flappy bird by making it's motion equation. My entry is missing a few votes, so it would help me if you could try the game, vote, and let me know what you think in the comments! https://ldjam.com/events/ludum-dare/41/learn-math-with-flappy-bee flappybee.gif

LD 42

My puzzle game need a few votes.

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My LD42 game is about reshaping people so they fit their future job. I still need a few votes to get a rating, so you can play it here and let me know what you think of it:

https://ldjam.com/events/ludum-dare/42/human-tangram

I also made a post-jam version that I called "bloody", that makes the game more disturbing ...

LD42_01.gif

Ludum Dare 47

Loopy Particle Simulator gets a post-jam version!

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Last week, my entry to LD47 was an open-ended puzzle game (Zachtronic-style) where you construct a particle accelerator. You make particles speed up in loops and use collision chambers to create new and exciting particles! You can find the jam version here:
https://ldjam.com/events/ludum-dare/47/loopy-particle-simulator

LD47_15b.gif

I'm now working on a post-jam version, and the first release is here on itch.io:
https://nusan.itch.io/loopy-particle
This add: - save and load your creations (in freeplay mode) - improved performances with lots of particles (still not perfect) - add a "Panic button!" to destroy all particles in case of emergencies

Post screenshots of your circuits on the game page or on twitter @NuSan_fx as I would love to see them!

Ludum Dare 55