Solocov

LD33

I’m IN ! :D

Lets see if I am able to do this 😛 ….

Java
and Gimp… not proud of it 😛

MonsterTornado !!!

Status
Oh… need to make the screenshots better xD….

Let the Monster Tornado  begin !!!

Oh… It shapes slowly up :P

Status4_1

After I finally made the particle effects and their textures, I tried to balance the game… Which wasnt really exciting yet…

Status5_4 Status5_3 Status5_2 Status5_1

 

Thus I added a special fire tornado, a lifebar in which you can see when you can use your “special attack”, than redid the back and foreground textures…

Also now the Back/Foregrounds can change their color according to the “width” of the Storm…

When the Fire tornado is available the the tornado gets clouds… Sooo yeah funn 😛

Comments

KingGames
23. Aug 2015 · 21:43 UTC
Maybe the clouds should always be the and a fire starts swirling around the tornado/cloud.

LD35

I’m in… also :D

First time using Unity
Also goint to use some Gimp2.0 and some fancy Bosca Ceoil

Hopefully it wont be as shitty “good” as my Tornado game

SadNado

Good luck!!!

Finally got an Idea :P…

You can shift from a small quad to a big Quad… (yeah I know… BRILLIANT)

Design

 

Now I have to do my checklist bye 😛

So far so good :P

ezgif.com-optimize

http://gamejolt.com/games/formorph/141493

Formorph such an amazing name!!!

Quick question about web games

Where do I upload the zip file to?
And where do I find the link?

I want to upload an WebGL Unity game … At the moment my Entry doesnt really work…
I used Gamejolt as Website is there a better one ?

EDIT:
Finally made it 😀

For others:
-Upload your Zip file on Itchio
-Edit Game > Distribute > Embed Game

Comments

17. Apr 2016 · 22:19 UTC
Just copy the links to your game and source files. For the embeded player (which will allow people to play your game on your submission page) you’ll also need to specify the size of the window.

(Small) Update on Formorph

Moin Ludumdare folks!

This post will mainly concentrate on the design/art/programming aspects of the game Formorph (my LD35 Entry). I am going to be working on this game even more, because I really like it. Its really small and can be improved really fast (Also I already have your feedback for it xD). This post is also a little side-note to myself, in case I come offtrack :P.

LevelBeschriftet-FormorphLevel-Formorph

(Just for the understanding)

Firstly things I don’t like:

  • The music: It is really repetitive and annoying at points. I tried to add the same music with different instruments into the level. But the synchronization did not work.
    In case someone has a better solution than this:
    soundSource1.timesamples = soundSource2.timesamples;
    please call me up!
  • Movement: The Player stutters when moving left/right. This happens because of the PlayerController influences the XVelocity directly while the none slidy ground slows the player down each calculation step. Also the smaller Player should move faster than the bigger one 😛
  • Shapeshifting: I hope no one noticed that, but when you shift, your character can clip through the ground and walls , because I just simply increased the size of the player. (In the “airlevel” it is most noticeable, because it kills you at some points :( )
  • Dead bodies: I think I introduced this mechanic pretty well and most people liked it, but sometimes your bodies just blocked your way. Also you don’t particular shapeshift very often, which leads to “no practice in shifting”, and you need to be good at it for the last parts of the level.
  • Wind: simply just has to be redone xD…
  • Performance: Each Lava/water/air block has its own Soundsource which leads to unneeded lag, also the Level is to big and does not allow any fast fine tuning.

Secondly things you didn’t like:

  • Leveldesign: Most of the players did not pass the last parts of the level. Probably because the skill curve suddenly rises in the last parts of the level. Also when jumping up the “airlevel”, it is possible to jump to the beginning of the level which isn’t really fun :P… Also, some players did not pass the “Lavalevel”, which was just simply unfair for someone who plays the game for the first time
  • “Controls are a bit too lose (jumping especially)”: Jumping is a bit unfair because you can’t really control the jump height, also moving left and right takes to much time…
  • Physics feedback: When you come into a zone with air you don’t know where the wind is coming from and where it is pushing you just by the visuals.
  • Art style: I chose a “Minimalistic art style”, so I don’t have to do the art in the compo xD… Also that’s the reason why I asked a friend to do some art for me (and I already have some sketches), I hope they will improve the game visually and improve the “feeling” of the game :P…
  • “At first I didn’t get what was going on, but…”: That might be good or bad… Maybe there is an information overload at the beginning of the level with the loud music, ringing of the checkpoints and their clustering of the screen, to the left you can see parts of the more complicated levels and you are jumping down… that might be to much… Let’s see xD…
  • “didn’t want to go through the […] again”: I hoped I could make a Level which makes you want to do the level again with your newly learned skills. (just like Braid from Jonathan Blow)…

Flying-FormorphHardDiving-Formorph

BEFORE improving or changing anything, it is probably important to concentrate on the key-aspects of the game, which were welcomed really well by you:

  • “Corpse stay” mechanic: I hope (even though most probably did not play around with it a lot, because most of it was closed of by harder levels) I can put more shapeshifting into the game, because just staying big is a reliable tactic, which I don’t like, because it is lazy and monotone(?).
  • Music and sound effects: For one I had to change the color theme of the game to fit the music, because I am bad at making music and this was the best I could come up with :P. Also the auditory cues seemed to help a little bit “indicating how the level works” (Lava/Water/Wind sounds)
  • “Fun completing challenges”: Hopefully I don’t miss anything, but it probably works because of the “fair” placement of the checkpoints… (in case I try to make a level harder just by putting down less checkpoints in the future)
  • “Intuitive”: The game only needs a four button control (left/right/jump/shift). Also the “tutorial”-level teaches the player without using any words. The water is also a factor of that, get small to sink and big to float, this makes the player feel “smart” when solving the first water obstacle and it burns better into their memory :P. Also  you don’t have to do much at the same time and have a little reflection time at the end of each challenge, especially at the beginning, which helps the pacing of the game.
  • Simple: As the controls the game design is very simple and “solid”, but this simplistic design creates an enormous amount of depth in terms of gameplay and Leveldesign 😛
  • “adaptation to the environment”: I wanted the player to get used to the new environment and I think it worked xD

Now to the improvements:

  1. Shapeshifting: Make the shifting better and don’t let the player clip through the floor (, before physics fixes it).
  2. Killing: I will probably make another lava type which lets the player evaporate on contact, so the dead bodies don’t just obstruct the paths.
  3. Movement: Make the floor more slippery :P, also make the jumpheight controllable. Also play around with the movement a bit more
  4. Small Player: Make him faster 😛
  5. Art: Implement the art and add some cute animations 😛
  6. Air/Wind: I will add a particle effect which shows you the direction/speed/intensity of the wind
  7. Leveldesign: Add a Levelloader and remove the SoundSources from each block.
  8. Music&Sound: More music and for each “type” of level a different one. Also I will try to synchronize the music again. (When jumping/dying/reaching a check point the sound should be played with a different pitch

With that I hope I can keep the “feel” of the game while improving it. Also I hope that I could help someone else with this post, I don’t know how… But I hope that at least the Links help xD…

PS: Formorph is made in Germany 😛

 

 

Comments

UgiWithAKnife
22. Apr 2016 · 19:52 UTC
You are using Unity right? You can use the mixer to sync music. Just adjust the volume of different channels when you want the change.

Still working on Formorph !!!


Moin everyone!

Since the last update I’ve improved Formorph quite a lot. While “developing” I noticed even more problems related to color, art style and Gameplay. The other problems mentioned in the last Update should be improved by now… (hopefully).

Platformjumper-Formorph

Firstly I’d like to mention the improved Leveldesign. Until now I’ve created 7 Levels with the help of a friend who play tested them and the “harder” levels have been watered down. Now, you  learn everything that you need to pass the level in a save environment/situation and then pass harder parts. Also the levelloader allows me to order the levels by skill level. while doing all those levels I noticed a little boredom, because when you have figured out the level you could just press the whole time the Left/Right key and time your jumps… playing with height and distance of each platform should improve that boredom of mine xD… and yours.

Level1

Level4

Level6

Secondly, the controls also have been improved, now I use the same system as Sebastian Lauge. Still I had to change some things, because forcing or slowing down the player did not work. Feedback like where the wind is coming from and where it is pushing you is also in by finally adding some particle effects.

The Gameplay has been improved also. By adding “HotLava” corpses don’t just block the way, when they are not needed. The shifting itself became quite interesting, because now the character fits to its environment. Moving platforms are also a thing now!

For the sound I finally figured out how to synchronize the music (the whole time the music did not stop at the same time… silly me). This enables me to insert different instruments into the level to change the mood and atmosphere :P.
I’ve also recorded “heating up water”, “boiling water”, “making Tea” and “frying something” this should also make the atmosphere better! Spreading these Sound effects out better should also improve the game.

NewTextures

Now to the art style. During the Compo challenge I did not want to waste any time on textures, now that I have the time I will do them (seems logical). Because most “famous” platformers have a distinct look with flashy colors and animations I tried to find the “perfect” style. I decided to make a Tea vs Currywurst style.

Image result for teebeutelVS. 

In which the teabag will act as the player and the currywurst as lava. At the moment the player doesn’t look like it should but yeah… what ever.
I might add these small paper things at the end of tea bags and add physics to it :P.

Anyway incase you haven’t played the Compo version here is the the entry and hopefully I will be able to show you a playable version next week.

Thanks a lot for reading!

Comments

01. May 2016 · 21:17 UTC
Out of curiosity, is Tea vs Currywurst something that my american upbringing hasn’t educated me about, or is it as random as I think? I don’t mean to criticize the idea, just wondering.

Yai some Textures, and a lost Friday :(

AllSpritesSoFar

Working with Inkscape for the first time and I am really enjoying it !
Once you get the hang of it, how to do shadows and differently colored parts, it is really fun!

Art Update for Formorph #3

Moin Everyone!

Begining1/2- Formorph

Begining2/2 -Formorph
Since the last Update I finally finished the art and was able to put together the art for the first Level.

The good thing is that most levels are already play tested a lot, and I can just simply concentrate on how to make the levels “beautiful” instead of having to focus on gameplay also…

Start-Formorph Middle-Formorph
BeforeEnd-Formorph End-Formorph

Here is the Formorph Entry without great Graphics 😛
And this is the latest playable version

Thanks for reading!

 

Art Update for Formorph #4

Moinsen!

I also got my results and I am quite happy about them. Even though I found the comments even more helpful 😛

  Coolness  75%

#143  Fun  3.62
#195  Theme  3.77
#195  Overall  3.55
#232  Innovation  3.51
#347  Mood  3.08
#451  Audio  2.74
#519  Humor  2.06
#829  Graphics  2.26

But anyway, since last time I finished the Art for 3 more Levels and finally it feels more intuitive to place the textures (?).
I also worked on a CinematicCamera script, so now I don’t have to play and record the level anymore! I might also use it at the beginning of each Level.


Level3-Formorph
Level2-Formorph
Level4-Formorph


Thanks for reading and watching!

 

So….

…when is the next Ludumdare ?

Comments

TCD
19. May 2016 · 12:45 UTC
nobody knows
rburema
19. May 2016 · 14:21 UTC
Presumably somewhere around August. -ish. Maybe. Probably? I don’t know either.

Possibly even August this year as opposed to 2045 or 1873, to appease those of us wthout reliable access to time-machines. One can only hope.

There may or may not be mini-LD’s, but don’t quote me on that.
27. May 2016 · 13:24 UTC
lol
WizzardMaker
20. May 2016 · 17:11 UTC
Its probably in December, PoV needs a break. He said that on Twitter.

LD36

I’m also in :P

This will be my third Ludumdare and I’m looking forward to it.

Tools:

  • Unity
  • Inkscape
  • Gimp
  • Bosca Ceoil

 

Also about to finish the game from the last Ludumdare… here a sneakpeak

Formorph Title

PLAY NOW