Rigolus

LD 43

Wenk!

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Wenk! Wenk! Wenk! Wenk! Wenk! Wenk! Wenk! Wenk! Wenk! Wenk! Wenk! Wenk! Wenk! Wenk! Wenk ?

WENK: https://ldjam.com/events/ludum-dare/43/wenk

Wenk! The timelapse

Finally took the time to clean the 2TB of raw videos to make a timeline. We only have my point of view so be prepared for a LOT of alt tabbing and crappy code/art (i have no idea what i'm doing): https://www.youtube.com/watch?v=qogZP9Os_2A

WARNING: This video contains flashing images, so maybe don't open it if you have epilepsy (sorry i don't know much about the subject, but please take care).

PS: WENK! 🐧

Ludum Dare 46

Preparing the stream and brainstorming

Alright, time for another Ludum Dare 😍

This time we will be doing a live stream of the process. Feel free to come by and ask questions if you have any or if you need a little help finding ideas for the theme. We will be doing programming in C# (unity) and bad pixel art in Aseprite. We will mainly speak French when chatting with the team but we will be answering chat answers in English too :)

Stream will be starting Saturday around 10 AM (GMT+2) at https://twitch.tv/colinbellino Might do a stream test tonight while we brainstorm theme ideas and get things bootstrapped.

We also decided to have our project board public so people can vote our ideas / features: https://trello.com/b/S1ffnlmX/ludum-dare-46 We have an useful list of things to do to prepare for Ludum Dare and some of our ideas for the themes so far.

Good luck everyone 😘

Our game is fire

We managed to finish with something we are proud of for this Ludum Dare: https://ldjam.com/events/ludum-dare/46/bonfire-2

Keep it alive was the theme, so we decided to have a fire sprite and guide her through the level, keeping the fire alive :)

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Bonfire update: v1.0.2

The game is now playable on mobile (itch.io version). It's still buggy but this will have to do for now, i need some sleep.

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Known issues on mobile: - Can't destroy trees. - Some sounds are off (place / destroy sounds), don't do long touch or your ears will burn (pun intended). - Exiting with the in game button displays an error (only on itch.io). - Unity will warn you when you start the game.

The game: https://colinbellino.itch.io/bonfire

Bonfire: Timelapse

Hi everyone, hope you are well!

For every game jam we stream/record, i try to do a timelapse of the process. This Ludum Dare is no exception and we had more than 35 hours of gamedev condensed to 25 minutes.


Totally unrelated, but special thanks to Elysia (@elysiagriffin) for playing our game on stream. This was really interesting to see someone play our game on stream and it made our day :D.

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Full disclosure, we donated to her stream to bypass the lottery.

You can check out the playthrough here: https://www.twitch.tv/videos/598266204?t=06h17m45s

I'm making our Ludum Dare project into a full commercial game ❤️

Before LD46, I told myself that if i was pleased with our game for this jam i would make it into a full commercial game. A week after the jam, i still liked this idea quite a lot, some people seemed to like the concept of the game and i had a LOT more content i wanted to add to the game. So i've decided to make Bonfire into a full commercial game.

So a couple of weeks back i started working on it, starting with what we cruelly missed during the game jam: the editor. And i though, why not put the level editor in the game so people can create their own puzzles and levels ? I always liked the idea of having a level editor in my games but never did it for diverse reasons, so this time i'm doing it from the start. The editor that will ship with the game will be the one i use to create my levels.

Currently, i'm taking the time to recreate what we had during the jam but with robust code and an architecture that will scale better for a long term project. My goal right is to re-implement the features present in the jam, alongside the level editor.

Once this is done (shouldn't take long), i'll prototype the new mechanics i have in mind to see what works and what doesn't. I'm also going though the feedbacks we collected during the jam, there are a lot of good ideas in here. I'll have to be careful about feature creep though, as i don't want this project to take too long.

I'm still unsure if i will do all the pixel-art myself like during the jam (i kinda hate my art) or if i will find an awesome artist to work with (paid work, of course). I do have my eyes on some great composers since audio really isn't my thing (as i'm sure you already know if you played our games, haha).

For this version of the game, a couple of things are different though: - I'm working alone this time (instead of a team of two during the jam). - I force myself to work less intense hours compared to the jam, because i want to survive this year... haha. - I might not open source the full codebase (i still want to open as much as possible though). I'm opened to feedbacks on this !

But a lot of things are the same: - I tweet progress on the game every day on Twitter. - I'll keep streaming on Twitch, i'll try at least once a week.

TL;DR: If you want to follow the development of the full game: see my twitter.

Ludum Dare 48

Bug fixes, accessibility and quality of life options

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We've just pushed some changes to our latest game to squash some bugs and add options to disable some features of the game to make it easier to stream and play like you want. Hope you enjoy! ;)

Changelog: - 1.4.0: Add button to toggle screenshake - 1.3.0: Add buttons to toggle sfx and music to pause menu - 1.2.0: Performance and rendering quality adjustments - 1.1.0: Add missing entity from the last level, fix some background rendering issues and adjust music volume

Cheers!

Bonbon: Development timelapse (programmer POV)

I try to record and stream for each game jam I participate to. This is my way to share what gamedev looks like and have some fun in the process.

Here is a timelapse video of the 3 days we spent creating Bonbon and the Deep Below, hope you enjoy!

https://www.youtube.com/watch?v=p7Q_GpuSsrg

Ludum Dare 49

To stomp or not to stomp

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Yesterday we spent some time raging and stomping on nasty bugs on our latest entry (Alteration), but we are now back into our calm state :)

  • 1.1.5: Fix spheres not opening exits correctly
  • 1.1.4: Fix last level exit crashing the game
  • 1.1.3: Fix audio mixing issues
  • 1.1.2: Fix breaking tiles animation
  • 1.1.1: Fix exit portals not opening correctly and misaligned sprites

Alteration: Development timelapse (programmer POV)

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I try to record as much as possible during the game jams and this time is no exception (no stream though). This is my way to share what really gamedev looks like ;)

Here is a timelapse video of the 3 days we spent creating Alteration! https://youtube.com/watch?v=nmDaXxfF3aw

Edit: looks like links are broken on the site right now, so : youtube.com/watch?v=nmDaXxfF3aw

Ludum Dare 53

Fixes and balancing

Hi there hello :wave:

We just patched Space Haulers to fix some bugs and balance issue, so it should hopefully be less harsh and feel more rewarding to play now, hope you give it a try!

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1.0.1:

  • Fix ship menu not closing
  • Fix repair
  • Fix missing translation and typo (french)
  • Remove red dot (debug info)

1.0.2 (rolled back, out of jam scope)

  • All waves now wait longer between spawning mobs.
  • Level duration is now 60 seconds, not 300 or whatever because of a bug.
  • Difficulty now gradually ramps up in a level.
  • Fix money trickle of 5 Credits/s.
  • Cargo - Delievery Value decreased from 200 to 150
  • Danger Cargo - Cost increased from 150 to 200. Increases wave difficulty by 0.5 instead 1.0.
  • Railbeam - Increase range from 200 to 300. Decrease Damage from 100 to 25.
  • Plasma Turret - Decrease Damage from 10 to 5.
  • Double Chomper and Grabber Health.
  • Chompers and Grabbers now actually try to attack Ship.
  • Chomper damage decreased from 10 to 3.
  • Grabber damage increased from 10 to 15.
  • Increased Chomper and Grabber collision damage cooldown from 0.5s to 1.0s.
  • Double Chomper and Grabber health: 30 to 60 and 110 to 220
  • Increase Chomper speed from 150 to 250.
  • Increase Grabber speed from 100 to 150.
  • Increase Watcher damage from 2 to 5.
  • Increase Watcher health from 30 to 100.
  • Fix Wave length timer calculation