tajamsoft

LD32

Progress is being made!

Just the Pong part of the game i’m developing for MiniLD!

The player is at the right, the other player is AI (Which is very WIP)

(Sorry for the low quality, youtube likes to encode stuff to the lowest quality possible…)

Still have to do a lot of stuff, mostly related with the other (secret for now) half of the game.

Feel free to leave feedback!

 

Cheers!

Tags: development, pong, video, wip

Comments

21. Mar 2015 · 16:29 UTC
Just a general YouTube tip: if you make your video 1280×720 (i.e. 720p), it will encode a 720p video for you (well, a “YouTube 720p” anyway).

RPGPong

(You can clearly see my extreme creativity at name making)

A weird concept that looks fun! It’s an RPG which uses PONG as a combat feature!

So, after about 4 days of work in Unity, i managed to finish most of the code, now to work on level design, and balancing.

Feedback is welcome!

Cheers! :)

Comments

ViKing Games
25. Mar 2015 · 18:24 UTC
Really cool idea! However, I think changing the graphics in the battles to be more similar to the overworld, and even just a good-looking transition into the battles could make the game better.
25. Mar 2015 · 18:58 UTC
RPongG
TajamSoft
25. Mar 2015 · 21:04 UTC
Thanks for the feedback!

Going to add that transition, but first will try to get all the levels working (Running low on time…)

I’m in!

What can be better than a weekdend developing games?

 

My first big Ludum Dare (Made a game for the last MiniLD), really can’t wait!

I will be using this arsenal:

Game Engine: Unity3D (But i suppose i will make a 2D game)

IDE: MonoDevelopment

Art: Gimp

Sounds: A microphone and Jfxr

Music: FlStudio

Level Editor: Tiled

 

Good luck everybody!

Any young developer here?

I’m 13, I have been coding since i was 10, but i have been interested in computers and programming almost all my life.

I used to make (extremely simple) python games…

I’m wondering if there is any other young developer participating in Ludum Dare!

If so, feel free to say how you started, etc!

 

Cheers!

(I hope i have posted this on the right place…)

Comments

06. Apr 2015 · 17:34 UTC
I’m 18.

I’ve been doing LD since I was 15, and coding from around 10 as well.
SkullPixel
06. Apr 2015 · 18:20 UTC
Hey, What’s Up?

I’m 14 and I’ve been making games for almost 2 years now. It’s kinda cool to see I’m not the only person that’s not a 20+-year-old doing Ludum Dare. I’ve been using Unity the whole way too.
MatejaS
06. Apr 2015 · 18:50 UTC
I’m 14 :) Nice to see there are other young game developers.
Mixer
06. Apr 2015 · 20:29 UTC
Hi there! I am 14, and have been learning to code since about 8. I taught myself Python, c++, all the web languages, node js, c#, haxe, etc. I think I am pretty fluent in c++ and haxe, and have a strong mindset for clean organised code architecture. No I am not kidding, these arn’t like hello world apps, these are databases and network libraries.
coasterspaul
06. Apr 2015 · 20:45 UTC
I’m 15, I’ve been coding since mid-elementary school. [though for all you know about me, I could very well be a 50-year-old creepy man, but of course I’m not since I’m admitting that I could be – or maybe that’s just part of the trick! One can never be too careful.] C# is my language of choice, though I learned through Scratch and GameMaker, before going to the web with JavaScript and then PHP, doing some C# console applications, and going back to GameMaker with its built-in language instead of blocks, and then using C# again when I found Unity. I really need to focus more, which is why I’m using Unity again for this LD even though there are other engines better suited to the ideas I’ve had.
Bonecrusher
06. Apr 2015 · 21:15 UTC
I’m 13 and will for my first time will be joining Ludum Dare. I started this year actually but 4 years ago i started and stopped as it was to hard. But now i’m planning on doing it for a carer. I use Gamemaker Studio and am the forums alot helping people
Miguel Montero
06. Apr 2015 · 22:25 UTC
Hey, I´m 13 too. I´ve been modelling since I was 10 too. I speak Spanish and English. I´d love to learn how to code better tho. I bearly started coding, but I can make some really sick models, like guns and the animations
Firefox
07. Apr 2015 · 00:34 UTC
Yep, 13 here as well. I currently know Python, JavaScript, HTML, and CSS. I started off when I was 7 years old with HTML4 web programming. I’ve since learned HTML5 and CSS to make website better, and Python and JavaScript for making games. This will be my first full Ludum Dare. I plan to use HTML5 Canvas and JavaScript to make my game.
Azlen
07. Apr 2015 · 02:10 UTC
14 years old, been programming since I was six. Mostly code in Javascript , HTML, and CSS, and sometimes python (I can learn languages fast though, I learned the basics of R in couple hours back in elementary school). I am not great at programming games, and I usually code web applications. But so far all the games I have made for ludum dare so far have gotten under 100 in at least one category, hopefully the luck will continue.
avenkat
07. Apr 2015 · 08:55 UTC
Im 12 and I am not a fun time dev I am a stand alone full time developer programming since I was 8 and I make a lot of money through this and I support my family with the money I earn from this!
avenkat
07. Apr 2015 · 08:56 UTC
If you want proof I write tutorials 4 this website, you might have heard of it : raywenderlich.com
TajamSoft
07. Apr 2015 · 11:55 UTC
Awesome! We are a lot! :)
Aquilon96
07. Apr 2015 · 12:01 UTC
Hey! I’m 12, I have a lot of experiance with python and Construct 2. I know how to make games with the module “pygame” and I’ve made a lot of GUI programs with python (using the module tkinter) such as a zipfile editor, music player, email sender, calender etc.
roktom
07. Apr 2015 · 15:34 UTC
I and a friend of mine are both 16 years old, and so we have so called team ROKTOM. I am programming since 12 years. Not such a genius like people in the posts above :D. I Know C++ and GML (Gamemaker language) quite well, also learning C# and java, but I just started my journey of an OOP programming. Still i’am noob and have only 2 games on android market, both with around 6k downloads. Bye.

BitGun – Postmortem

Hey there!

So, this has been my first LD, a really fun experience, will for sure participate in the next!

 

Anyway, here is my post-mortem!

 

First of all, a little, cute timelapse:

 

The good:

  • I scoped low, so i was able to finish the game on time!
  • I took a healthy shower!
  • Lots of snacks.
  • I had fun!
  • I managed to make music! (Or at least i hope so)
  • I managed to make good looking art!

The bad:

  • The game ended up being a bit short, i expected to make more levels, but ran out of time (still, there are about 15++ mins of gameplay)
  • I took very long breaks (you can notice them clearly on the timelapse :P)
  • Too many snacks, but this also fits on the good!

The ugly:

  • Ermm… When i was taking the shower… erm… the water started coming out too hot, and i almost burnt down? Is this what am I mean to write here??

If you haven’t played BitGun yet, play it here! http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=49546

Cheers!

Dungeon of Ricochet – Post Mortem & Lighting

Welp, this is a post-mortem for dungeon of ricochet, also, i will explain the lighting!

If you haven’t played the game, here is a link.

 

Here is the Timelapse:

The planning phase:

I started by brainstorming the game, not really that it worked, i ended up changing the idea while designing the art…

It went from a combat RPG to a dungeon crawler, i think the idea is way better, as procedural generation is always fun, and I had been planning to make a dungeon crawler, so it was fun to make!

The prototype phase:

It went really good, i managed to get a prototype with most features working by the first day, i just got into the work, and tried to keep away from the “Idea fairy”! That worked nicely, and i managed to not went from a dungeon crawler to a platformer game! (Like what happened to me on the last LD… BitGun was really meant to be a dungeon crawler…)

The development phase:

With the prototype as the base I started to implement features like better graphics, proper AI, and most important, the level generation. I  tried to make a ‘Binding of Isaac’ like dungeon exploring game, not a game like the good old ‘Rogue’, as i found generating dungeons a bit to hard.

The generation is simply done by placing props around the room.

I also made the music, this time using orchestral instruments instead of 8 bit waves.

 

The Final Phase:

The hardest part of game development, refining the game. I ended up adding new gameplay features in this phase, ‘the shadow’, basically a re-textured ogre that moves a bit faster, and the kitten, which, if you have played the game, you know it attracts ogres and ‘shadows’. It was easy to implement both the kitten and the shadow, but I should have done it during the development phase, as i had to rewrite some AI.

 

The publishing phase:

The most boring phase of game development, making screenshots, builds, testing on different computers, and uploading. The game is on Flash, compatibility is not a problem, so building was fast, and easy.

I uploaded the game to GameJolt, and later to itch.io, and found that for some reason GameJolt refuses to work in firefox, so i had to install Chrome, not a big problem, but it was 2 am, and I was really tired…

Everything went quite well, no issues uploading, or similar, just the Chrome thing.

 

The “marketing” phase:

I don’t think one really “markets” a LD game, i just made some posts on twitter, not much.

Future:

I doubt i will continue developing the game “seriously”, juts maybe an update to fix some bugs, or add some features.

 

Conclusion:

It was very fun to develop this game, and to learn a new Framework!

Remember, don’t be scared to try a new engine/framework/language, just give it a try!

 

Welp, that was it…  Now the lighting thingy

Lighting:

Lighting is one of the biggest features of this game, it really adds to the gameplay to not be able to see what’s coming!

I have been asked a lot of times how I did it, it’s quite simple actually!

Flixel has an awesome thing called “sprite stamping”, that does what its name says, “stamps” a sprite on top of another, making all the pixels from the “stamp” sprite attach to the target sprite, at the coordinates you want.

So what you have to do to achieve the lighting effect, is to first create a ‘darkness’ sprite, just a huge black sprite that covers the entire screen, and add it to the scene on top of everything. I recommend setting that sprite’s blend mode to Multiply, it seems it’s the best for lighting.

Then, you would create some light sprites, using a white (circular) texture, and stamp them over the darkness sprite every frame, just after the darkness sprite is rebuilt (Using <sprite>.makeGraphic(), if you are on flixel), to make sure the lights don’t persist. Also, make sure that just before you stamp the lights you set their alpha to something opaque, and then after the stamping set them back to 0.0 alpha, else they may look bad.

Example (HaxeFlixel):  (Untested, should work)

 

var darkness:FlxSprite;

var light:FlxSprite;

public function override create():Void

{

darkness = new FlxSprite(0, 0);

darkness.makeGraphic(FlxG.width, FlxG.height, 0xff000000);

darkness.blend = BlendMode.Multiply;

light = new FlxSprite(15, 25);

light.loadGraphic(“assets/images/light.png”);

light.blend = BlendMode.Screen;

add(darkness);

add(light);

}

public function override update():Void

{

darkness.makeGraphic(FlxG.width, FlxG.height, 0xff000000);  //Clear the darkness sprite

light.alpha = 1.0;                                                                                      //Make sure the light is visible!

darkness.stamp(light, light.x, light.y);                                             //Attach the light to the darkness sprite

light.alpha = 0.0;                                                                                   //Make the light invisible again

super.update();                                                                                

}

NOTE: That code is not on a FlxSprite, is on the State, if you want to add lights at real time just add them to a group and cycle through them!

This concept could be applied to any engine/framework.

Cheers!

 

 

 

 

LD33

I’m in!

Ludum Dare is coming!

I will make this the average “I’m in” post, will list my tools here:

switch(decision)

{

case decision::engine::phaser:

Engine = Phaser.js;

IDE = Notepad++ | Atom;

break;

case decision::engine::unity:

Engine = Unity3D

IDE = VS2013 Express;

break;

case decision::engine::custom:

Engine = C++ & SFML;

IDE = VS2013 Express;

break;

}

Art = Gimp;

Music = FLStudio; //Demo, cause FLStudio is expensive!

Maps = Tiled;

 

I will have extra difficulty this time because I won’t have internet connection!

Good luck everybody, and have fun!

Comments

SomeLad
18. Aug 2015 · 15:59 UTC
Ew, an opening bracket under the switch statement instead of next to it DX

Ozzyla: (Short) Post Mortem

(Play Ozzyla)

ozyllaLD

 

This time i forgot to make a timelapse, so no timelapse will be placed here!

 

This was my second LD, 4th game, and first JavaScript experience.

This time i decided to use Phaser.js, using JavaScript as the language, something I should have not done, especially because i had no idea of JavaScript before making this game!

Another problem i had was the lack of internet connection, which i would have really used to get some info about Object Oriented JS, and other stuff. (I expent 4 hours fixing a bug about phaser tilemaps not colliding, apparently, phaser only allows collisions on the last layer of the tilemap!)

I got the idea from my cat (‘Ozzy’, from ‘Ozelot’) after seeing him catch a bird, the idea is that cats are real monsters for birds and mice! I quickly started making the cat sprites (Instead of prototyping, bad idea!), and other graphics.

Then, i made some folders, and a ‘index.html’ file, containing Phaser boilerplate code.

My  personal challenge for this LD was to make the game in Object Oriented JS, without any kind of internet connection. All the learning material I had was a web page i downloaded once, that for some reason contained object oriented JS.

Overall, found JS a simple language, with a really weird approach to objects! (From a ‘C++’ / ‘C#’ background)

 

I developed the game in Atom, hosted it using Python integrated webserver, and displayed it using Firefox (Only Firefox, that caused problems with Chrome)

As i displayed the game using Firefox, Chrome had some issues (Firefox JS engine allows some stuff Chrome’s does not, for example, default variables ‘function a(x = 0, y = 0)’)

 

I also had some problems with 404 errors on filenames with spaces.

 

Also, it seems a lot of people sees the dog sprite as a cat. That’s my fault, as i basically copy-pasted the cat sprite, and modified it to look like a dog…

 

Thanks for reading! Cheers! :)

Comments

AlgorithmicsAnonymous
27. Aug 2015 · 13:57 UTC
Interestingly we also used phaser.js, but kept with it. Also we had never touched it, and although we had some js experience, it was extremely limited.

i can’t imagine doing that without internet though :0

LD34

I’m in!

I’m in! Both for the MiniLD and the LD!

 

I will be using Phaser.js as the game engine, used it last ludum dare, and managed to make a game with a language I had never used before… It’s a really good framework, and web deployment is almost a must-have for ludum dare 😉

If i use JavaScript (Doubt it), i will write my code in ‘Atom’, this time i believe i’m writing TypeScript, so i will be using VisualStudio!

For the (hopefully) music I will use MilkyTracker, i could use FlStudio, but i will be trying to make chiptune, and i feel like MilkyTracker works better with all these Arpeggios and stuff… Also, Phaser can play .xm files natively (I believe), so the music will take only a little percent of the game size.

I will be making 8-bit like graphics in GIMP, i have been making lots of unused pixel art, getting experience with GIMP and drawing overall.

Last LD i stored all my game in one file (Horrible decision, i didn’t know about Grunt…), resulting in a huge mess of horrible Object Oriented JavaScript code, this time, as i will hopefully use TypeScript, my source code will be distributed in the classical C++ distribution. You know, 1 file per class, and a main file in which everything is imported, and run.

Will hopefully not forget about Chronolapse…
Well, wish you the best of luck in your LD game :)

 

Cheers!

 

Download only game, good idea for Ludum Dare?

I have been thinking of making this LD game in C++ and SFML, instead of on Phaser.

The only problem is that SFML cannot be deployed into the web (I believe SDL can, but i prefer SFML), also, compiling to other platforms can be hard (I have a Linux machine, but it takes some time to set up the compiler, etc…), so what do you think?

Do you recommend making the game “offline” only?

 

Cheers!

 

Comments

29. Nov 2015 · 16:04 UTC
I don’t think it matters too much. The rating system is designed to find the games with the least number of ratings and encourage people to rate those. Everyone needs to rate at least 20 games to qualify for a rating themselves. So in the end, most people sit down and seriously rate a bunch of games, meaning that they’re not discouraged by having to download and install something.
29. Nov 2015 · 16:57 UTC
I think there is no problem with offline version only.
TajamSoft
29. Nov 2015 · 17:44 UTC
Thank you :)
29. Nov 2015 · 18:09 UTC
Personally, If I come across offline only games, I always try and play them in a VM (you know, just in-case), and I’m sure I’m not the only one.
prankard
30. Nov 2015 · 10:48 UTC
Hey,

LD35

Some more progress!

 

I hope i can finish for the jam on time. Just have to add level progression, and maybe a new character :)

Finished just in time!

Fairly satisfied with the results. Will upload a post mortem soon!
Here is the game for anyone curious :)  Link

Now gotta sleep!

Ludum Dare 37

I’m In!

Well, I’m in for this LD! I couldn’t participate last Ludum Dare, so  much time since I finished a game… (About half a year)

 

Tools:

· Allegro: This LD will be a challenge. Instead of using an engine or framework I will write my game on top of a drawing library.

I have experience with SFML but will use Allegro, i believe it will be better for fast coding as it’s not very object oriented, unlike SFML.

· C++: The programming language I will be using. I will try to keep away from making very objective C++ as it can grow very complex.

· Visual Studio 2015 : Will be using it to code 😛

· GIMP : Sprite Making / Sketches

· FLStudio : Music!

 

Good luck everybody :)

 

Comments

m8
03. Dec 2016 · 12:04 UTC
I think Java is better (because it’s faster to develop) when it comes to competitions.

Finished just in time :)

Just 15 minutes left 😛

Quite a challenge to write all the game from scratch, never done it before.

 

Here is my game for anybody curious 😉 http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=49546

 

Now to have some nice sleep, really need to!

The Shifting Theatre: Post-Mortem

My game for this Ludum Dare was The Shifting Theatre, a game about an actor in a play about a millenary treasure in a dungeon:

 

I started by thinking about the idea, which took about an hour… The idea is not really good but I believe it fits the theme 😉

The idea is that every time you reach the exit door the scenary gets changed, this can be noticed with the closed courtains (Which are quite hard to see as curtains as they are red squares, but they are)

Well, I started programming the tilemap renderer, got it working in 2 hours with the same perfomance regardless of how many tiles are there on the levels. I made it load .png files instead of any custom tile format, this limits a little bit what you can do in levels, but is overall enough for the project.

After that was done I implemented the player controller and fixed some perfomance issues with the tilemap renderer.

That was it for the first day.

 

On the second day I started making some music (Which was not used at all) and continued working on code. Added basic enemies and made a bunch of levels. Expent a lot of time working on a horrible platform system which I ended up rewriting later on.

 

On the third day I rewrote the platform system from scratch, implemented physics for platforms in the player and made all the levels. I also created the menu, the music that is now in the game and a few more enemies. Packaged the game and uploaded it! (for windows).

 

I’m working right now in the Linux build, got a decent workflow and compiled it, but for some reason my virtual machine is not working with OpenGL, so will have to do it on a real machine!


 

Good stuff:

  • I managed to write an engine and a game in the time limit. I’m quite satisfied with that :)
  • The graphics and sounds feel nice
  • The tilemap renderer can be used for any future project
  • You can use any image editor to make levels, place enemies, platforms, etc…
  • The code is relatively organized. Though there are some big files (>1k lines)
  • Finally made a project in C++

Bad stuff:

  • The “physics engine” is buggy as hell, especially with moving entities.
  • Enemies knock you in a very weird way.
  • Some features are confusing, such as slower walking while in platforms
  • The game is very short (But fairly difficult)
  • The Visual Studio solution is bugged so you have to recompile the whole thing after every little change.
  • Didn’t use all the time I could have used…

 

Thank you for reading! Feel free to play the game!

LD 38

TinyPlanets (WIP name): Progress so far

Forgot to say I'm in for this LD!

Here is my progress so far, making an strategy game with many small planets in a tiny solar system :)

testtes.PNG

At the top you can see the solar system "map" and the time control buttons.

Nothing playable yet, but most of the concept planned and foundations laid

Finished just in time!

Welp, there we go. Time to sleep.

Satisfied with my work, but the game contains some bugs I wish I could have fixed in time!tesrestes.PNG

TinyPlanets post mortem

You can play the game here: https://ldjam.com/events/ludum-dare/38/tinyplanets (Please rate, a few ratings left to 20!)

squarelogo.png

The game idea came to existence after searching in Google Images for "Tiny Worlds", all these fisheye views inspired me and decided to make a space RTS in worlds that look like these images.

I decided to use SFML and C++, as I'm starting to get experienced with both, and want to keep learning!

Built the "framework" from scratch, started from the renderer for some reason, which required a partial rebuild a little bit later on development. Sadly once I started writing game code, everything became a mess. 3100 of the ~4000 lines of code the game is made of are on a single file o_O Warning: Spaguetti code. This is the result of not planning a project!

I implemented ImGui early on, and fell in love with it, even the default skin looks pretty good! Having such a powerful GUI library made my life pretty easy.

That was pretty much the first day.

Next day I started working on the editor and the music, both came along pretty nicely! The editor was very easy to build as my code was prepared for it, just required some hacks to get my math to work on moving planets. Unlike on my previous games I used not-chiptune instruments for my music, feedback please ;)

I also implemented the basics of "Empires", which you and the AI control. The way I implemented it is a bit weird, could have used OO but didn't!

By the end of the second day you could control an empire, build stuff, but nothing more. The third day was, by difference, the most intense.

The first priority was getting AI working. I decided to build a state machine which updated daily (and changed states every month or when something extraordinary happened). It was able to survive and expand fairly good, in some cases, better than humans...

I expent the rest of the day implementing a few buildings and a not-planned and not-polished combat element. Sadly it's UI driven...

That was pretty much it, I could release the game, and here we are now ;)

LD 41

Wrong Bet Postmortem

Feel free to play the game! https://ldjam.com/events/ludum-dare/41/wrong-bet

Wrong Bet is my game for LD41, it's a racing game with a twist: Instead of controlling the cars you control a god which is actively trying to get a team to win. The idea came into life after scrolling through Wikipedia's game genres list. The original idea was a tower-defense racing game, but quickly changed to the game that ended up being made.

About a week before the LD I started working on a little node based "engine", similar to Godot. The concept worked pretty well, and was not very hard to work with, so I ended up using the engine in the game. I must admit that I ended up changing a lot of the engine during the LD as some parts of the engine were simply not well planned. I think I'm going to actually finish writing the engine for future games. I may change the name, SilverSource does not make sense (It's inspired by GoldSource, but it's not similar in any way ;))

Note: The images look horrible as I had to downscale them, and they lost quality. We really need to be able to resize markdown images! (In the HTML)
First Day

Well, let's get to the actual theme. The first thing I wrote was the Track, it loads the data from a color-coded image (which is horribly ugly). The track is called by the karts to see if they are inside a wall, and to find what waypoint to go to. Alongside the Track I was writing the Kart, at the starts the physics were pretty crude, but with some work they became what is now in the game, not extremely realistic but fits the arcade style of the game.

That, and making the kart sprites and the menu theme, was the first day.


Second Day

capt5.PNG

The second day's priority was getting weapons planned and working. They were fairly easy to program just requiring a few hundred lines of code. Most weapons are implemented with a node and an entry in the GodAttack.h file. I also moved the kart spawning code to a more elegant system, and added some basic sounds. On the art-side-of-things, the forest track was designed and the race music was written!


Third Day

capt4.PNG

This day was the most intense (as usual). The game required a lot of polish, a Main Menu and a second track (the night track). I also moved the game code to the Race file, wrote the victory and defeat themes and screens and fixed a lot of bugs related to car handling. I also added the engine sounds which worked surprisingly well! They are simply a looping sawtooth wave.

Future?

There are some weird crashes that seem to happen randomly, I really should fix these! If people enjoy the game I may polish it more (listening to the feedback!) and release a post-jam version.

Also I should look into a Linux build, I hope I don't hit a brick-wall (gcc hates my VS code!).

I'm pretty sure I'm going to use this engine for future games, just have to get some fixes and get my mind around how to implement scenes. Also I really need a GUI toolkit, manually writing GUIs is no fun.

I uploaded the music to SoundCloud. It's always cool to come across one of your old projects :)

Thanks for reading, feel free to leave your projects in the comments, looking forward to rate some games!