TechnoNugget

LD 38

I'm in like a trash bin (?)

Alright guys, I first competed in LD27, and then didn't compete again until the 37th LD I was very happy with my end result in both of the jams, and I am excited to do it again!

What I will be using:
Html5 + Javascript
and probably bfxr for sound

When I will be working:
Well, this one here is the big issue. I have 16 hours of work this weekend, and I have to sleep for about the same amount of time, leaving me with just 16 hours to create my game. Although last time I had only 12 hours and it was fine so we'll see how it goes.

Best of luck to you all!

My Ludum Dare experience

Thanks a bunch to everyone who has played my game and left me valuable feedback! I really enjoyed doing Ludum Dare 38 and I feel like over all, I am pretty proud of the game I made.

So this was the third LD I had a chance to partake in (well at least the 3rd where I managed to complete a game, I did participate in two others, LD36 and LD29, where I wasn't able to finish my game), and I have to say, this has been my favorite theme so far.

I made a web game called Hopper.
It's a pretty simple arcade style orbital shooter where you had to jump around, collect ammo and destroy your enemies. The more enemies that you destroyed, the more points you scored. sweet shot.gif
Feel free to check it out!
https://ldjam.com/events/ludum-dare/38/hopper-1

and from the feedback I've gotten from the lovely people in the comments section, here's how I'm going to make a post-LudumDare version:

First of all, when I say post-LD, I don't mean I'm gonna try and add a million features to it and realease it as a full title, that would ruin the simplicity and arcadey-ness of it, and besides I have other projects to be working on. I just mean that I'll add a few features that I think the game needs and polish it off a bit more and I probably won't spend more than a week doing that.

  • better music. I mean, don't get me wrong, the music was fine. For about 13 seconds until it looped over again. turns out listening to a 13 second loop will get old, really fast. At least I had the foresight to add a mute music button
  • re-assignable controls. From what I heard in the comments, the controls seemed a bit confusing. This is partly because due to the nature of the game it wasn't left/right, but instead clockwise/cc, but also not everyone was comfortable with the keybindings, and I think making the key bindings customizable would help them get over that first issue.
  • power-up(s). I'm thinking about making a power-up spawn for every 1000pts you score. Maybe 500. I think that this will add a much desired sense of progression. I'm split between either making the powerup be an ultra-power shot or temporary invincibility.
  • re-vamp score multipliers. Right now the score multiplier is just based off how long the projectile has been in the air for. I want to make it so that the more a projectile curves, the higher the score multiplier. Also maybe add in a few other factors, like double kill, etc.

Yay my game was fun [:

So I thought this ld was a god one. Awesome theme. I'd actually been waiting for a theme like this for a while and here it is. And I guess you guys thought my game was fun, which is pretty important to me because the fun category is always the category I care about most. Well, besides perhaps the overall category. Which I didn't do to shabby in either. Either way, GG everyone!

results.png

Sorry that I didn't end up rating very many games though /: I tried for the first few days and then forgot about it until a little while ago. Good job on the games I played though!!

Give it a shot here if you want

LD 40

F

W

Alright, now it's time for playing and rating: the fun part

I actually ended up finishing my jam entry this morning at 6 ish, but since I had work today from 2 - 10pm I didn't get much of a chance to try out any one else's games. So if you want me to check out your game, drop a comment here and I'll be sure to get to it, very soon!

I try to leave the most detailed and honest feedback I can, because I want you to be able to improve your games in whatever ways possible, and make an important learning experience from it! And I have a lot of fun with it too.

With all that being said, if you want to give my game a shot, by all means go ahead: thumbnailanim.gif
It's a native Browser Game so you don't have to go through the hassle of downloading or installing any WebGL plugins or anything. I'll be sure to play and rate your games and give feedback to those of you who do mine!!

thanks! :D

LD 41

finished in time for the Jam!

A҉ Tribute to M̶̦̱̕͢ͅa͈̫̤̘̗̙͘͝y̵҉̡̖̻̮͈ḩ̣̣͖̖͈̖͔̩̺͙̗̖̤͇͓͕́͞ͅè̳̗͖̟̝̰̼̪̲̕͟͠m̨̢̨̨̬̩͔͎͍͓̹̦̻̰͈̺͎̤̠̦

I decided to go the Card-Collecting Survival-Platformer route with this game. It was a lot of fun to make. When I first heard the theme I was pretty skeptical about it and would have rather had any other theme, but now that I was forced to make a game for "Combine 2 Incompatible Genres", I ended up making a pretty fun little game.

Here's a demo of the crossbow card in action:
CrossbowRampage.gif

LD41 - A Tribute to Mayhem

A Tribute to Mayhem

Hey guys, I just wanted to share a few screen caps of my ridiculously stupid game with you to show you that if you feel like crushing your enemies with an anvil AnvilKill.gif you should check out my game ;)

Also crossbows CrossbowRampage.gif

And a bunch of other cards that you will be able to crush your enemies with.

I had a lot of fun making this, and I do plan on updating it in the future.

As a matter of fact, I'm working on a post-jam version of the game that will include, many, many more cards and atleast 1 new enemy type, which will be exciting to release in the next few days.

Anyway, check out my game if you want: https://ldjam.com/events/ludum-dare/41/a-tribute-to-mayhem Instructions.png

I also wanna say I've been playing and rating games and to the games that I have played, holy crap guys you are doing amazing work and I am impressed. Also a bit intimidated.

A Tribute to Mayhem - Post Jam Update!

A҉ Tribute to M̶̦̱̕͢ͅa͈̫̤̘̗̙͘͝y̵҉̡̖̻̮͈ḩ̣̣͖̖͈̖͔̩̺͙̗̖̤͇͓͕́͞ͅè̳̗͖̟̝̰̼̪̲̕͟͠m̨̢̨̨̬̩͔͎͍͓̹̦̻̰͈̺͎̤̠̦

itchCover.gif

Hey Guys, I'm pleased to report that I'm back with a pretty massive update to my Ludum Dare 41 entry!

If you enjoyed the original jam version of the game, you should check out the post-jam version available on my game page, to play it, go to the Links section and click on the link labeled "Post-Jam Version"
It's all in native HTML5 and JavaScript, so no downloads required, and no dealing with any buggy WebGL Unity builds.

Note: If you plan on rating it and haven't tried the Jam Version yet, play the jam version first and rate before you try out the new version.

Changelog:

  • Dynamic gore / blood system using HTML5 Canvas manipulation. This makes for more satisfying M̕͠͏̨̜̥̖̦͉̯̻̬̥̬͓͇ͅU̠͎̤͕̪̯̥͕̖̯̼͘͘R̸̷̡̭̳̤̦̯̖̮̤̳̳̞̦̟̠ͅD̷̢̹̲̳̳͉̥͘͢͡E̶̡̛̹̞͖̭R̵͕̫͔̻̙̀͘͞ͅ grenadeKill.gif

  • Sweet new spooky soundtrack composed by the very talented and much underappreciated Mark Sparling

  • Better sound effects!

  • Updated graphics!

  • 5 New cards with powers that build off each otherplasmaRampage.gif

  • 1 Brand new enemy mob!

  • 3 (and a half?) New mini-bosses!

  • 2 New levels!

  • Completely revamped progression system that spawns easier enemies in earlier waves and harder enemies in the later waves!

  • Levels now change in between waves

  • Better controls, much less confusing

  • Updated instructions page

So probably the most notable thing in this update is the blood and gore effects. I think it adds a lot to the the feel and more closely represents what I had in mind when I first envisioned the game. Also the game now fits it's title much better. And to be honest, it wasn't all that hard to implement. I basically just created a new canvas object - the goreCanvas, and whenever I wanted some blood to appear on screen I'd render it to that canvas. And at the end of each frame I'd then render the goreCanvas to the main rendering canvas and put it all together. When the main canvas was refreshed, the gore canvas stayed the same, so the blood stayed on the walls in between each frame.
On top of that there is a sort of blood drying effect that occurs to the blood over a longer period of time, new blood will appear brighter and "more fresh" where as the older blood darkened and faded. To achieve this effect, I simply applied a "#888" hex tint with an alpha value of 0.005 to the goreCanvas every so often (about 5 times per second). To me, the drying effect is much more noticeable with the green blood than with the red.

All in all I am happy with the result and the new updated version. Give it a try if you're curious!
https://ldjam.com/events/ludum-dare/41/a-tribute-to-mayhem

Ludum Dare 46

I did the thing and now it's a day later but here I am.

I did it! I made another game for LD!
I usually participate in the jam because scope creep always gets the best of me. Either way I am actually happy with the result even though I initially envisioned more content.

On the back end of things, I implemented some systems that allowed upgrade options, and the GUI for it, weapon swapping, and ammo conservation as a mechanic.
Of course then I never ended up having the time to implement any content for those systems to use, so looking back, I feel that's time that could have been well spent on another feature that does make it into the game. I guess that's really something I should do better next jam. Focus on the things that actually matter and end up in the final product.

Also, awesome job to everyone on the games I've played so far!
A lot of them were really interesting and impressive. We all made cool games in a weekend and that is something to be proud of :slight_smile:

Here's a bit of the gameplay of my game:
Dogfight.gif
https://ldjam.com/events/ludum-dare/46/space-drone-guy

Send me your VR Game submissions!

Hey guys! I know how hard it is for everyone who made a VR game to get their submissions out there and get ratings since not many people have made VR games.

Well, I just so happen to have a VR headset and I love trying out new indie VR games, so I can give it a shot and a rating! Leave a link to your VR game in the comments!!

The only VR game I've tried so far is this one (which was really great), but I'd love to see some more!
https://ldjam.com/events/ludum-dare/46/keep-the-vibe-alive-vr

test

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HTML 5 Canvas Element Manipulation

First of all, everything in my game is rendered onto a canvas. The game's main render target is a canvas, that's how we get moving graphics. But there are also a bunch of fun little tricks that I can do to make the game look more interesting by manipulating the canvas, and having the canvas render other canvases on top of it.

TitleScreen.gif

The most obvious example of this is the radar in your HUD.

Radar.gif

The radar display is an HTML canvas element that gets updated every frame. Each threat to the hive ship is rendered as a simple little colored dot onto the radar canvas, and then at the end of the frame the radar canvas is rendered onto the game's main render canvas. This is made especially easy due to the way I designed the camera class to work.

Basically each camera object has it's own canvas that it renders to when you call camera.DrawImage(). So you can have as many cameras as you want, active all at once, each rendering to their own canvas, and then at the end of the frame you can render each canvas of each camera onto the game's render canvas, or even onto another camera if you want.

Another way I utilize HTML canvas elements are in the "tutorial" screen. (I know it's not much of a tutorial, it was added in last minute)
In order to get the background graphic in the tutorial screen, I simulate one single frame of the game, render that entire frame to a canvas once, and then render text over that canvas of that single frame of gameplay.

Tutorial.png

There are really two parts that are using canvas manipulation here. First off is what I mentioned above, rendering the gameplay frame to a canvas and re-using that canvas, and then also the text rendering is using canvas manipulation techniques.
Each line of text is it's own canvas. I have a class that I created (originally for another project, but I modified it to work here as well) called SpriteFont. The way the the SpriteFont works is it takes a sprite off of a spritesheet for each letter of the alphabet based on data from a JSON file, in this case the spritesheet here:

defaultSpriteFont.png

And it renders the corresponding sprite to the canvas based on the current character in the string that it's generating a canvas image for. Basically, I feed the spritefont a string (and some other parameters), and it spits out an image with that string rendered onto it based on the characters in the spritesheet.
For example: If I call
spriteFont.GenerateTextImage("Hello, World!", 1, -1), the output is:
TextExample.png

And that's how text is rendered! For dynamic text however (like the player's score), I need to re-generate the image every time the value is modified. But since this is a relatively quick process, it doesn't cost too much CPU or GPU overhead so it isn't anything to worry about.

Another one of the major things that I use the canvas manipulation for, is procedurally generating the stars in the background. Basically at the beginning of each game I create a new StarField() object that when constructed, automatically generates a canvas image that is sprinkled with stars. The starfield object can be customized with varying density levels and different resolutions and when it's finished generating it looks something like this:
BG.png

This texture is then tiled and drawn to cover the entire viewport of the main camera.

And when you put it all together, you get this:
KamikazeDenied.gif

Space Drone Guy - link

(Sue me, I'm not creative when it comes to naming things)

Little Bit of Self-Promo

title.gif

Hey guys, I've been having a blast trying everyone's games but I tend to fall into the trap where instead of playing a bunch of games really quickly and rating them, I get super into playing them and end up spending a bunch of time playing one game before I move on to the next. And as a result this means I don't get much coolness points (even though I've still played and rated many more games than my game has ratings).

So I figured, you know. I lil bit of self promo never hurt anyone. Anyway, feel free to try it out if this looks like a fun game to you :)

Fight1.gif

Fight2.gif

Space drone guy

(don't judge me I'm bad at thinking up titles)

My favorite submissions

With the end of the rating period coming up, I just wanted to share a few of my favorite games that I've played so far for this event's Jam and Compo. I was a bit disappointed that I couldn't find any traditional action packed games that I really fell in love with for this jam, but still very impressed with these three entries.

I also want to say that I am over all very impressed with almost all of the other games I played and rated, but I just wanted to share these ones because I really feel that they stood out and were absolutely exceptional.

#1: https://ldjam.com/events/ludum-dare/46/adrena-line

AdrenaLine.png
This one is my absolute favorite. It's the perfect submission in my opinion (aside from not really meeting the theme requirement at all). You can pick it up immediately, and it never seems to get boring! The amount of polish in this game also blows my mind. It looks like something I'd find in the app store, already published. That being said, I think that if the developer ends up porting it to mobile, it could be a massive opportunity if they play the marketing right. Either way, definitely worth a shot, you should go check it out if you haven't yet! My high score is 20, see if you can beat me :)

#2: https://ldjam.com/events/ludum-dare/46/jarheads

JarHeads.png
This developer, I just discovered over the course of this event. I still hold the 2nd highest score on the scoreboard (right below the developer themself) with a high score of 870480, so go see if you can knock me down a notch. Even if you don't enjoy the gameplay, playing this game just to hear the amazing music is worth it, I'm listening to it on loop currently as I write this post just because its so good. After playing this game I was impressed enough to go back and look at all their previous submissions, a lot of which were just as impressive in my opinion as this one. I also feel like this developer deserves an honorable mention because they're a very active LD community member who plays and rates other games as opposed to the other two developers in this list who haven't.

#3: https://ldjam.com/events/ludum-dare/46/battery-panic

BatteryPanic.png
This one's a classic HacksawUnit puzzle game :) the dude always creates high quality content, what else can I say? Polished visuals, fun music, interesting gameplay, and well balanced enough to keep me entertained for a good amount of playthroughs. Would definitely recommend giving it a go!

Ludum Dare 48

Genius

Untitled.png

What an original idea. u guise r great ❤
/s

Shameless Self Promo!

Check Port for Moisture

Cover.png

This was our first time getting together and making a game, out of hopefully many more times in the future! I've never been great at collaborating so I kind of expected to clash and not get a whole lot done this time around as compared to the other times I've done submissions by myself. But it turned out really well! Luckily I had some really great team members and we all worked really well together to make this game!

As with all games, the scope started out larger than we were capable of doing, but in the end I don't really the the reductions that were made had many detrimental effects to the overall game. Initially we were thinking it would be a sort of tactical combat turn based strategy game with combat similar to fire emblem or advance wars, however as the deadline approached, we had to cut back on some of the strategy combat elements. Naturally, it sort of evolved into a sort of turn-based puzzle game where you had to use obstacles to your advantage to complete each level. Each level has it's own sort of layout and strategy to complete, like so:

screen2.png

At any rate, I feel it's appropriate for me to promote the game here since we have rated significantly more games than we have ratings. So go give it a shot if it sounds interesting!

https://ldjam.com/events/ludum-dare/48/check-port-for-moisture

Ludum Dare 51

I guess we made a.. Sokoban?

First of all, I just wanna take a minute to give a shout out to PlayCanvas which has flown under the radar FOR FAR TOO LONG.
PlayCanvas Full Logo.png
It's a super slick free HTML5/JavaScript game engine with an intuitive online interface. It's f* perfect for game jams. Collaboration tools are on point. It's like google docs level of collab tools, but for game dev. you can see what your teammates are looking at in the game scene, you can see their cursors typing stuff in the script editor, you can watch them make changes to the assets, integrated noob-friendly version control - it's great. And all while being on the opposite side of the planet as your teammate!! It's pretty sick, y'all should definitely check it out.

Anyway --

Ah yes, the classic game Sokoban. I totally knew this was a game that existed, it was definitely a huge source of inspiration, right? nah. The reality is, this is the second time I've done the 10 seconds theme for LD.

LD 27 anyone, remember how it was the same theme? It's a whole thing. Except this time the theme isn't just "10 seconds", it's "every 10 seconds".

This is also, apparently, the second time I've accidentally ripped off a classic title of a genre without realizing it. First it was VVVVVV, now I guess it's Sokoban. These are games I'd never heard of until people mentioned them in the comments of the LD submission to make comparisons.

And I'm SO FLATTERED

These games are f*** awesome!! Does our game really feel like those classics? Guess that's just cuz we're pros 😎

It's our game! It's spooopy just in time for spooktober!
ghostrun.gif
See!? It's a like ghost or a scary ghoul or something, 👻 you can't even tell because its so dark, that's scary, right!? Don't let that creepy lil dude touch you, you don't know what he'll do once he's got his hands on you!

Also if you like puzzles and feeling confused because just what
output.gif
what in the ever loving hecc are you supposed to do with all these buttons and boxes and doors?

Who knows!! guess you gotta go find out, maybe escape and see whats on the other side, if you can!! 😮

https://ldjam.com/events/ludum-dare/51/super-awesome-game

Ludum Dare 54

I'm In

As a Unity refugee and aspiring 🦀🦀 Rustacean 🦀🦀, I'll be doing this jam using the Bevy Game Engine!

I've always been interested in true ECS systems and Bevy seems like it's a great way to get into it! I've just finished up my first lil test game with it (a remake of the old flash game "Avalanche", remember that one?? so fun), and so far I'm loving it!

After about 12 years of doing solely object-oriented game development, it was certainly a significant hurdle to jump but now that I've got some momentum, I'm really starting to enjoy it!! Though I haven't learned assets or audio yet, so I imagine my LD entry will not have any proper graphics aside from some basic shapes, nor any music/sfx.

Any other Rust game jammers out there?? Let me know so I can check out your entry!