xplicitone

LD27

First Ludum Dare and Game Jam for me!

Hi all,

A couple of months ago, I finally decided to create my own video games!  Since I was a little boy I’ve always dreamed of making my own game.  Video Games saved me from many bad influences growing up, so I hold it near and dear to my heart.  I graduated in 2010 with a CS/Comp E degree and since then I’ve been getting other things together with my life.  The past 3 years all I’ve written in is mostly SQL with a little bit of java but nothing crazy.  I wish I started this journey while I was in college or immediately after, but better late than never, right?

I’m still learning tons, mainly researching and reading a lot, and I started by doing C++ tutorials using SDL. So far it’s been extremely fun but haven’t done much other than a pong clone but I’m working on a puzzle game (after I learn/convert to SDL 2.0).  I’m skeptical I’ll be able to get a complete game or that it’ll be good, but I’m going to try my hardest and have fun!

Language: C++

IDE: Visual Studio

Library: SDL 2.0

Art: Gimp/Paint

Music/Sound: Logic or FL Studio (haven’t picked one yet), sfxr or bfxr

First Jam/LD attempt, no luck. Post-Mortem

Hello,

This was my first attempt at a jam, but it came at the worse time – my best friend came from out of town that I haven’t seen in a year so I only got bits in (very little on Friday once the theme was announced), a few hours Saturday and barely anything Sunday.  I was aiming for the compo since I’m doing it by myself with the jam to fall back on, but I’m definitely going to be ready for the next one!

 

I tried using C++ with SDL 2.0 (Only used 1.2 prior to this Jam and didn’t make much out of it since I just started learning this whole thing a couple months ago)

 

Pros:

-Learned what I need to do to prepare

-Should try to learn SDL 2.0 over SDL 1.2 beforehand so I could have concentrated on the game itself.

-Should have a music program picked and test it out (can’t decide between Logic Pro and FL Studio or others).

-Should have my workspace clean and ready to go

-Saved legitimate backups when things worked so this is preparing for good habits!

-Need to learn about Procedural Level Generation, I think that would help and save time.

-Need to learn Unity

-Took today off of work to try to get something in for the jam… 4 day workweek!

Cons:

-Need to save my backups in something like SVN or Github instead of locally, but it’s a start

-The compo/jam came at the only weekend my best friend came to town

 

I gave it a pretty good effort, but nothing to show for it atm mainly due to lack of time and still learning how this all works.  I’ll still work on it during my free time this week and I’ll definitely be ready for the next jam!

Comments

xplicitone
26. Aug 2013 · 22:24 UTC
Not to mention, my art skills are terrible and I need to brush up on them (pixel art). Definitely want to learn how to do better pixel art so the game can look somewhat presentable
wccrawford
26. Aug 2013 · 23:53 UTC
Sounds like a successful failure! What I love about LD is that succeed or fail, you’ll learn a lot about yourself and your skills. You seem to have taken all the right lessons to heart, and I’m confident you’ll do better next time!

LD28

I’m in… just 19 hours late but I’m in!

Hey all,

Keeping this short since it’s in the middle of LD.

2nd attempt of a jam after a huge failure last LD (10 seconds).   I have some decent game engine functionality last night but haven’t done much yet to what I want to do for this game.  I did oversleep (almost 12 hours, should have set an alarm) so that’s why I’m starting so late. Still some time, let’s do this!

Using C++, SDL 2.  I’m hopeful I can have my first finished product ever!

 

Tags: 2nd attempt, LD28

First Progress Post

Finally I have something working. I have a menu and 2 characters on a platform.  I originally had a map with mouse clicking for movement and even a level editor for placing objects.  That idea went nowhere so I needed to think of something simplistic, fast.  After a few hours, I have this.  I’m fairly proud since I didn’t even get this far last LD.

Tomorrow (later today), I will work on the mechanics.

Hopeful for:

  1. Shooting with Bullet Sprite
  2. Enemy AI shooting (Never done AI before, make it shoot randomly?)
  3. Making the Player + Platform move up and down (Static, not done by player… but  maybe in the future?)
  4. At least 1 obstacle in the middle that either a) moves up and down statically to block the player, or b) free falling or both kinds.
  5. Keep track of score (best of 5? Player can select best of X?)

If I have more time and things work well:

  1. Character can jump and possibly move
  2. Multiple free-falling or static objects.
  3. Multiple levels that player can select.

 

tl;dr: Changed idea mid-gamejam. Last Ludum Dare failed miserably. First time having something to show for. After a few hours…

 

myscreenshot

LD28 Post Mortem – 2nd Failed LD in a row.

Hello all,

tl;dr at the bottom

Brief Background: I REALLY wanted this to be the compo/jam that made me complete my first game.  In August, I attempted LD27 (10 Seconds) with very little success.  Very little preparation, bad timing, and the time I had during the jam I used it to learn SDL 2.0 along with dividing the C++ into classes/files instead of 1 giant file. I had gone through SDL 1.2 tutorials shortly before and all I made was an unfinished glorified pong game that had flaws with detecting collision when the ball was coming at a perfect 45 degree angle at the paddle and the paddle could never detect it (still not sure how it would accomplish this… maybe a “look ahead” of some sort?  I wish I spent more time from that jam until this like I had wanted, but I think I was let down among other things.  I have also been upset at myself for not getting back into gamedev sooner.

This past week prior to the jam, I knew I had to prepare and get back into it if I wanted any chance this LD.  I started a beginner RPG tutorial and learned some good things. Some of the Object Oriented stuff I tried on my own last August was the same but better so I thought that was cool.  I  hadn’t really done C++ since ~2007 in school.  I didn’t finish the tutorial until 7 hours after the compo started, which I was OK with but preferred to be done with it prior. First mistake.

Saturday comes, and I wanted to wake up around 10 or 11am (6-7 hours of sleep), but instead it was 2:30PM! I should have set an alarm.  Long work weeks with little sleep caught up to me like usual: Mistake #2. 18.5 hours had gone by since LD started and I’ve yet to start on the actual game. I had a few ideas when the theme started but I was focusing on finishing the tutorial/engine.  I started with my OK base code and started to add my own code into it.  I added a FPS cap of 60 and it fluctuated between 35-55, terrible.  Then I tried to add a cap of 30 and it was around 24-27.  I toyed with a few things and it wasn’t working well and I figured I didn’t want to make a hack&slash because almost 24 hours passed and it wouldn’t be enough time and b, I’ve mucked with the code enough I wanted to start from a clean base.

Hours 24-41: I backed up a little bit and due to time remaining and lack of knowledge, I just wanted to get a nice simplistic game and jotted down a design. I added to existing engine from RPG tutorial without worrying about framerate issues, deleted and backtracked the camera engine portion to get back to static with moving characters, drew some new assets and displayed them on the screen. I then fell asleep for 11 hours yet again! Sometime the night prior, and the time from hours 41-48 I was then able to draw my player, him on a paddle/platform, a bullet in his mouth where he shoots from, and an enemy on a paddle with a bullet on the opposite side. But collision detection was failing miserably and there goes the compo. I was also able to get my first main menu going so that the user has to press SPACEBAR to start the game. I was pretty stoked about that (little victories and firsts).

Due to collision issues and mess of engine and game code, I decided it was time to revert back to my original code from August of SDL 2.0 mixed with SDL 1.2 and retrofit/combine the good from that with the good from my current RPG engine turned into static background, basically starting from the ground up.  Took Monday off of work and worked on the game all day to try to get it working until about 750pm (jam ends at 8pm) where I got so close but barely ran out of time. I got some of it working including collision and could possibly finish it in a few hours without music or sound effects and I will definitely continue working on it until I complete it. I didn’t want to submit a game where a couple sprites just bounce around the screen.

 

Lessons learned and tl:dr

 

What went right:

  1. I prepared a little earlier than before which helped me actually work on the game during the compo
  2. Hours 0-2 of the compo, I actually went to the gym to do my brainstorming of the theme while working out, which helped me.
  3. Saved versions of the project during critical times.
  4. Taking a step back at the right time to regroup/replan and refocus.
  5. I did 1 status in the middle when I got my menu to work, what needed to be worked on next and potential add-ons, which helped prioritize.
  6. Clean workspace and good retro MIDI tunes playlist picked out prior to the jam helped.

Things to improve:

  1. Preperation. Although I prepared better than before, it wasn’t enough.  The 5 hours spent finishing learning at the beginning of the compo should have been spent working on the game.
  2. Also, axiom keyboard not working and should have gotten that resolved prior
  3. Work on pixel art prior.
  4. Do a warmup of a game with just squares even to make sure basic engine is working.
  5. Either learn Unity2D to not deal with engine aspects during the jam or have a solid engine done already.
  6. Manage sleep better the week leading into it, which would have earned another ~10 hours total of compo/jam time.
  7. Overall, complete some small games first to get out of the way and get a better feel of everything.
  8. If above is improved, I can actually get people to playtest the game prior to submission time to work on bugs.
  9. If above is improved, I can also have time to add next phases into the game (noted in my 1 status post) which would have been fun.
  10. If above is improved, more status posts.

 

This has been a pretty good learning experience, fairly better than the last compo and can’t wait for the next one.  I only get TWO failed Ludum Dare attempts and I foresee nothing but completed Ludum Dare attempts in the future.

 

My menu prior to starting from the ground up.

 

 

Tags: LD28, post-mortem, postmortem

LD28 Game Finished with link to play! Update to Post-Mortem

Hello all!

I didn’t receive any comments to my 2nd failed attempt in a row post (can’t blame anyone, nothing to show at the time and it was a long post: http://www.ludumdare.com/compo/2013/12/17/ld28-post-mortem-2nd-failed-ld-in-a-row/)

However, the past week I went back at it at full force and finished my very first game ever!!! The only thing I’ve done in the past was the start of a Pong game that never finished. I was pretty stoked last night regardless of how bad and simple the game is.

The only downside is that it’s a 2 player game because I don’t know how to do AI yet but I am going to work on it. I wanted to submit it in time for December 2013’s #1GAM.

Try it out if you’d like. “a” is to shoot with Player 1 and “l” (lower case L) is to shoot with player 2.  Press UP, DOWN, LEFT, RIGHT for the #1GAM secret. The game was made in C++, SDL 2.0.  I didn’t post this yet but if anyone is willing to look at the simplistic game code for me, I’d extremely appreciate it!

Game:

https://www.dropbox.com/s/28obuvkq727ee0k/YOGOSRelease.zip

 

Comments

04. Jan 2014 · 11:24 UTC
Nice secret. You can only shoot once, :/

For a first game this is good, especially because you did it in C++ SDL, which isn’t the easiest language.

LD29

3rd (time’s a charm) Ludum Dare – I’m In!

Failed my first 2 LD attempts (the last 2 LDs last year), but got so close on the latest. I know this 3rd time will be a charm.

 

Language: C++

IDE: Visual Studio 2012

Library: SDL 2.0

Art: Paint.NET

Music/Sound: sfxr or bfxr, possibly Logic

 

Good luck everyone and remember to have some fun!2014-04-15 22.18.46

LD30

I’m in!

4th Ludum Dare attempt. I did my first a year ago.  I didn’t learn and do as much as I wanted to since then from being so busy, and this weekend is nearly the same so I’ve never completed one yet.

Although I’m definitely going to give it a legitimate chance!

 

Language: C++

Engine: SDL 2.0 with my template here: https://www.dropbox.com/s/52neka4do0ubaqv/PostLD28Template.zip

IDE: Microsoft Visual Studio 2012

Sound Effects: Bfxr

Graphics: Paint.NET

 

Good luck everyone!

LD32

I’m in for the 5th time but this time switching gears! No submissions yet and hoping to change that now

5th Ludum Dare attempt in a row and first 4 attempts were all fails and no submissions. This will be the 1st time trying something other than SDL/C++. I did my first over a year ago and kept trying to learn how to build an engine with each attempt so I’ve finally switched gears!

  • Language: C#
  • Engine/IDE: Unity 4.6.4 and MonoDevelop 4.0.1
  • Sound Effects: Bfxr
  • Graphics: Paint.NET

All I’ve done so far is a text and numbers based game, and still working on a Block Breaker clone, so not too much yet!

Good luck everyone!!

 

20150417_183856

Checking in

Well, I’ve made basically my first real Unity game! Finally something!

Friday 8pm to 4am, Saturday 2pm until now with lunch and dinner breaks. So about 19 hours and I have a Start Screen, a game screen with neverending enemies, then once you die, and ending screen with score. Only 1 enemy and weapon type so far

I’ll now need different enemies and bosses,  and of course more “unconventional” weapons but at least I have something!!! Time to sleep and continue tomorrow for the final stretch.

 

progressLDjam

 

5th Ludum Dare Attempt = My 1st Submission!!!

My very 1st submission!!!

I failed 4 previous attempts using C++/SDL , spending most of my time learning and building the Engine. I got fairly close once but nothing. I finally decided to start learning Unity as of last weekend so the past week has been my very first real games!

Pros:

  • First of all, I had a blast!
  • Started out with the basics, Start Menu with Options (Didn’t get difficulty working), Game Screen, End Screen and repeat
  • Focused on creating good Controllers/Managers
  • Once a workable game was complete, list features I’d like to add with priority.
  • Completing the items from the list (within the last 2 hours), such as saving High Score, displaying Health, creating sounds for getting hit, and adding Health Pick Up from fallen enemies.
  • Stop trying a certain feature from above when it was taking too much time to move onto the next one
  • Test playing at crucial times!

Could have done better:

  • More sleep leading up to the Jam
  • Learned Unity a lot sooner than starting a few days prior to the Jam
  • Started the Main Game sooner
  • Practice creating Assets
  • Animations

I got loot to work in the final hour but my Layers messed up so my loot weapon kept killing myself and when I offset it, it wouldn’t hurt the enemy so I scrapped that idea and just made it health pickups instead.  I wanted to get in more enemies and make them more random, along with bosses!! But I ran out of time so I’ll definitely continue this game to learn more and make it more complete. Overall, I spent pretty much all night Friday, all day Saturday and Sunday, and tonight for a total of ~35 hours.

Controls: WASD to Move, Enter to Shoot.

Hope everyone had a good time and enjoy playing other games! And I just hope at least 1 person can have some fun with mine 😀

http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=26168

 

 

LD33

I’m In!

Last LD was my 5th attempt and my very 1st successful attempt!! Unfortunately, right after I submitted that game, I’ve been extremely busy with work and my free time has been spent mainly playing games instead of continuing my gamedev experience. So much design and developing at work while getting hounded on extremely quick/impossible deadlines put a toll on me for continuing this but what a better time to move on than making a new game for a new theme?!

  • Language: C#
  • Engine/IDE: Unity 4.6.4 and MonoDevelop 4.0.1
  • Sound Effects: Bfxr
  • Graphics: Paint.NET

Good luck everyone!!

 

20150417_183856

LD 39

I'm in

I haven't tried in a long time because I only had 1 successful submission about a year and a half ago. I wish I never stopped but I'll use this weekend to pick gamedev back up again and hopefully get something out there