Rob Parker

LD 42

I'm in, for the first time!

This will be my first ever Ludum Dare! I'm super excited to take part and looking forward to the challenge it will be bringing. I'm going to be taking part in the Jam as I'll be working in a team with two other people.

To prepare for this, I've been doing lots of Unity tutorials and watching lots of YouTube videos of previous submissions. In particular I've found the documentary series and tutorial/code review series by Pixel Prophecy and the Unity tutorials by Brackeys very useful! If anyone has any suggestions of YouTube videos or tutorials or blog posts to watch/do/read i'd love to hear them!

Our current plan is to use the following tools to develop our game: - Unity 2D (I've been trying out game maker studio and would like to use that for 2D; but there's no linux version of it which would exclude one of our team members who insists on using Ubuntu) - Aseprite/GIMP - Rytmik studio - Big Whiteboard - GitHub - coffee/energy drinks - snacks

Again, if anyone has suggestions for useful tools to try out then let me know!

Ludum Dare 46

Compo complete and creating sound effets

Well that's my first ever Compo complete! Last night I pretty much submitted and then headed straight to bed. I'm happy with the result and looking forward to playing other entries as well as recieving feedback for mine! My last Ludum Dare was 42 so i need to make more of an effort to attend these events regularly! Especially now i know that i can complete a game in 48 hours alone! :smile:

If you want to play my game it's called Fuel the Fire and can be found here: https://ldjam.com/events/ludum-dare/46/feed-the-fire (I just realised that i called it Fuel the fire in the game but the page is called Feed the fire.. whoops!)

gameplay.gif

How the sounds in Fuel the Fire were created

In total i created 6 sound effects and 2 music tracks for my game. The music tracks were created in Bosca Ceoil but for the sound effects i decided to try out being a Foley artist and only used Audacity, my Blue Yeti microphone and whatever stuff i could find around the house.

The 6 sound effects and how they were created were:

  • Pickup object: I had a log lying so i placed that on a paper bag and recorded the sound of me picking it up.
  • Deliver object to fire: Pretty much the reverse of above!
  • Flare up: This one was just me blowing into a microphone, i then ran it through a low pass filter and then slowed it down a bit. I then think i ran the last half of it through a Paulstretch efect.
  • Scream: Yea this is just me.
  • Walking loop: This was a weird squishy pickle toy thing covered in a paper bag and i jabbed it with my fingers to create a walking sound.
  • The ambient fire sound: By far my produest and most thought out sound. I got twigs and a paper bag. I recorded the sound of twigs snapping for the snap of the fire. I then gently rustled the paper bag for the crackling of the fire. I made the sound very quiet and ran it through a lowpass filter. I did another recording of the same and made this a little louder so there are two fire sounds. Finally i gently blew on my mic to make the air sound. I put all of this together into a 5 second loop.

As this is a compo entry you can find the source code on the game page and i made sure to include my Audacity project files so you can take a look at them if you're interested! I had a lot of fun creating sounds and definitely will consider doing it again for future projects! Or maybe next time i'll look into Bfxr :wink:

Ludum Dare 48

In case it helps anyone - Unity WebGL builds getting stuck at 90% on run

So i've finally got around to exporting my game to itch.io ready to submit and i kept finding that whenever i ran the game it would load up to about 90% and then never stop. After an hour of screaming and going through the 7 stages of grief i spent some time googling and trying suggestions/fixes out.

I found a fix and i'm sharing it here now in case anyone else hits this problem A big thanks to this itch.io post from the Bracky's jam.

Symptons

Games built in Unity for HTML 5 WebGL get stuck when you try and run them in the browser at 90%.

The fix

In project settings under the Player menu. Under the HTML5 specific settings, under publishing settings change the following: * Compression format - gzip. * Decompression Fallback - enabled.

I hope this helps anyone who hits the same problem. Good luck in the final hours!