LD23 April 20–23, 2012

Tiny Conflict Post Mortem

>> Play Tiny Conflict <<

Hi everybody! Since I finished my game I’ve had time to look at feedback and think over the progress of making my game. This was my first Ludum Dare, and my second game that has reached a playable state (The first one being my LD warmup!) So here’s my post-mortem.

What went right:

  • After about 40mins of brainstorming, I had a good idea of where I wanted to go with the game. I found that the easiest way to come up with ideas was to draw something (see point 2.)
  • I started off with some concept art! This was very helpful and I would recommend this to anybody starting a game. It gives you assets to use, a goal to work towards and most importantly, motivation!
  • The underlying gameplay is very solid. I don’t even know how I did it, but that the end result is very fun and enjoyable to play.
  • The game looks nice! I very much enjoyed making all the planets, and by picking at the art (I would make some art, code it into the game  and repeat) I felt like I was making great progress.
  • I managed to do well considering I had school on the final day of the compo, which cut about 9 hours off my total time.
  • Physics and particles! The way that the planets bounce off of each other looks and feels very nice, and the particles which come from the collision are satisfying (see the quote from notch below.)
  • I was very organised before the compo, with my base engine all sorted and ready to go. Honestly, if I didn’t do the warmup the weekend before I probably wouldn’t have made a game half as good as what I did.
  • Music! I listened to tons of music as I was creating my game, and that helped somehow.

What didn’t go as well:

  • The game severely lacked instructions. You were told in the beginning “Use WASD to move, and hover over planets for more information” but it never actually told you what the goal of the game was (oops!) or how to progress. If you did hover over the planets however, it would show “click to upgrade” or “click to migrate”, but that wasn’t nearly enough.
  • I left a lot of things up to the last few (5) hours. I got to the final stretch, and I soon realised that I needed to rush to get it finished in time. This included the instructions, music, a bit more content (including art) and exporting and packaging my project. I somehow managed to do that all in 5 hours, but they were the parts of the game that fell short of the standard that I had set previously.
  • The music was made with wolfram tones, and was pretty bad 😛 I removed it later because I wasn’t sure if WolframTones’ ToS allowed it to be used.
  • Some people have trouble running the game, but I honestly have no idea why. Thankfully, it’s a minority group.

Here’s some advice from notch to anybody making games:

Game design protips: 1) More particles. 2) Shake the screen. 3) Flash anything that takes damage. 4) MORE PARTICLES!!! 5) PAAAARTIIICLEEES

Thank you for reading and I hope you enjoyed my game :)

Tags: postmortem

World of Destruction – Timelapse!

That’s right, the development timelapse for World of Destruction is now live on YouTube! It’s 12 minutes long, with each frame being a 5 second interval in real time. The actual development took a solid 31 hours work over the 72 hour period.

For those of you who already tried to play World of Destruction and couldn’t find an opponent, I’m now home and ready to play if you wish to rate our entry.

– PROWNE & TLitten

Save the tiny world! Post-mortem.

>Play the game here<

First of all I’ve got to say that I’ve just been programming since December, so…almost 5 months! That’s nothing compared with the time most of you have been programming, so I’m still a noob!:D That was obviously my first LD.  My Language of choice is Java with the Slick2D library, I love it! :)

 

When the final round of themes started, I wrote some ideas for every theme, just for have something to start with.
Before the theme was announced I was so excited and started coding something, just a test for maybe upload it as a warmup, but I forgot to upload it, so…finally nothing. I just want the Ld to start, I was so excited!
Then, the theme was announced at 3:00 am and I have to choose between stay coding all night long or go to sleep and wake up early. I gave myself 1 hour to think about it. I check the ideas I wrote for the game: City simulator. NO WAY! Why I wrote thaat!? And started thinking something new. I just knew that I won’t do a platformer, just because I don’t know to do it..yet.
Some ideas came to my mind…I started coding and came up with this:

A little rectangle moving in a screen. I thought what could I do with that and random maps and resources gathering was the first I thought. I surrendered on resources gathering..so complicated for me. Started doing random maps but can’t find any objective for the game yet. Then I started adding graphics:

 

Later I made an enemy that follows you when you get closer and it harm you ! That’s Nice! Then I add npcs that follow you too, but don’t harm you. Then, some ideas were floating in my head and decided to do it simple: Save the npcs from being killed by the enemies! I placed some trees on the map, a few enemies, and a few npcs…but it didn’t feel complete…it have to be some way to let the npcs be safe. I thought about it and I draw and program a house, the objective was simple: take all the npcs to the house without dying:


From that point, having an objective, everything went so fluid. I started drawing sprites and I amazed myself, I came up with that lovely sprites:

 

 
Then I decided to make just one map but make it hardcore! Just because the way I wrote the code was a mess and I should rewrote a lot again…and no time for doing that. I kept working on it until last minute, It still have bugs, like collisions and animations..but I’m so so so so happy with the work done.

 

WHAT WENT RIGHT:

  • I knew the tools I was using, so no problems when coding, or drawing or making music.
  • I Came with a basic engine in a short time.
  • I had a TODO list and wrote everything I just need. And it was very helpful.
  • I LOVE THE ART I MADE.
  • The music aswell.
  • I was enjoying and having fun with what I was doing and i think that’s very important .

WHAT WENT WRONG:

  • I’m just a learner, so there are a lot of things I do that surely have a better and faster way to be done.
  • Friday I only slept for 4h, Saturday 6h…so I worked on the game for 38h that’s a lot!>.<
  • Some bugs that I wasn’t able to fix.

And a fun fact: There are 10 npcs…but there are 11 houses!! I realized today! That’s why I should’ve sleep more ! xD

 

Finally, I must say that LD was an amazing experience and, I will participate on the next LD for sure! And please, play my game/rate/comment! I will to try to do the same with yours, sure! Thanks everybody who have played and rated !Keep doing games! :)

 

David.

Comments

24. Apr 2012 · 21:54 UTC
Hah, I thought the extra house was deliberate, like a red herring? “Haha players will end up killing themselves trying to lure the pigs away from this house without realising they don’t need to! MWAHAHAHA”

Big Atoms: post mortem

So my Big Atoms was released on time and I like it. Here’s its post mortem.

Not real atoms

The idea:
I am happy about the theme-idea (“hey atoms are tiny”). I wanted to try to do a physics game, and the result, even if classic, has some less used features, like flying and complex shapes, thanks to the molecule theme. The plan was to add special atoms having electromagnetic forces etc, but the bonus atoms already took too much time.

The time:
My main problem was the need of an editor. Creating physics level always seems hard and I avoided any polygons fiddling, but I needed to handle much more objects. So, I kept adding editor features to allow me to create levels faster, and trying to find the good balance optimizing the time left. It was almost an epic fail since I made only few levels at the very end.

The controls:
That one was a big problem and I experimented with various methods most of the first day (mouse, rotation). All were hard to learn and tweak, so I got back to some dead simple stuff and started the game itself, also because it was still impossible to test correctly without real levels. The final result probably relies too much on inertia. I was planning to have bigger molecule at each level and thus wanted to start weak. A bit more power seems more fun now, but it also makes things much easier, so the sweet spot needed more testing to be found. [edit:] I just documented a method how to tweak your molecule’s power using the editor. Funny, we can’t patch things, but providing an editor allow the players to fix and tweak the game if they want :)

The challenge:
It was really fun. I loved searching and deciding an idea in few hours, experimenting quickly, using tricks to create stuff faster and the rush at the end when so much is done. Also really happy to have managed to finish it. Definitively be back next time.

Fixed My Unplayable Game

Hey, guys, I decided to take a couple of hours to fix the typo in my game that made it impossible to beat. Of course, this opened the gateway to discovering more and more glitches, and eventually, I realized the whole thing was severely messed up. So, I suppose I’m saying that you shouldn’t even consider rating it based off of the Post-Compo version because it’s got lots and lots of fixes. Of course, you probably weren’t going to anyway.

Changes Include: That one Typo Fix, Detecting Wins Works Correctly, Messages appear in the right order, Game Quits At the End, And (for testing purposes) Secret Skip Level Button Added.

So yeah, basically, this LD was a failure for me. Oh, well. http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=11003

Comments

25. Apr 2012 · 09:31 UTC
It sounds like you learned a lot, so it doesn’t sound like a failure to me.
Puzzlem00n
25. Apr 2012 · 19:24 UTC
Thanks, man. I needed that.

Announcing.. the android build.

Have you ever wanted to turn your heater on but you were away from home? Wanted to see if your friends can turn the heater on? Now you can with… *drumroll* I Want To Turn The Heater On for Android!

You can grab it from the android market here: Click this text here <- that text there.

It can technically be considered a post-compo build since some Android optimization went into it I guess.

If you have NO idea what I’m talking about you can play/rate the game here:

http://www.ludumdare.com/compo/ludum-dare-23/?action=rate&uid=5432

My favorites

After rating about 60 games, these are my top 5 (in no relevant order):

Copulous:

Tinysasters:

Housefly:

Mineral Cities:

Aether:

And of course, the one I’ve played most is actually mine. Every time I compiled I tried it for like 20 more minutes.

Max Combo: 10

Super Shotgun Showdown Post Mortem

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Wow, 48 hours to make a game. I can’t believe I did it, let alone finish and actually be happy with the result! Super Shotgun Showdown was the easiest, most enjoyable and smoothest game development experience I’ve ever had. So lets talk about how it was made.

The first night
After the theme was announced I struggled for almost two hours to find a good idea. I just finally decided to not think about the theme and think about a fun idea. I’ve always enjoyed playing games like Legend of Zelda roguelikes, and top down shooters, and figured they’re pretty simple to make, so I decided to start there. The game was made in Java/Slick2D I’m very comfortable with java and the api, so I didn’t struggle with learning anything. First, I worked on the world rendering. I chose the window resolution of 240×160 scaled 4x. Huge pixels! Huge pixels are fun and easy to work with, and is easy get something looking pretty decent in a short amount of time. I used a technique notch used for his Prelude of the Chambered a few LD’s back, using pixels in a image as map data, each color would represent a specific tile or entity. After about 6 hours working non-stop, I had smooth movement, collision collision, a basic shooting mechanic and some simple AI for enemies.

The 2nd day
Earth day! I had plans to do other things, so I spent about 4-5 hours away from the computer. I think this is what helped me the most to finish the game. Once I got back into the development, I added doors, keys, a way to die, away to win, breakable walls, the mini-boss. It was the most fun part of the whole dev-cycle. I could have added things here for days, and the game would be more awesome and jam packed with stuff, but with the time limit putting pressure on me, I stopped and had to get the game 100% functional before Sunday.

Dawn of the final day
Aaah! Less than 24 hours remaining! I didn’t freak out, even know it was my Dad’s birthday, and I had to stop being on the computer sooner rather than later. The pressure was getting to me. I just wanted it to be done! By the lunch time the game’s code, functionality and content was complete, all that was left was art, music and sound effects. I used as3sfxr, a super handy utility for game-jams to get great sounding effects in a small amount of time. I made the music with a touch screen synthesizer and with a little polish and particle effects I was done! A huge sigh of relief I could shut off my computer and praise my victory.

What I learned
I learned so much this weekend. The biggest of which is that I can now call myself a Game Developer because I actually finished a game, a struggle I’ve been trying to break for a while now, and another thing I learned was how much java is a pain in the arse. Distributing games in java is a horrible experience for a user, so for any of my future projects, I plan on learning another language uses less code and easily packageable and distributable.

You can play/rate Super Shotgun Showdown here!

You can also watch a timelapse of the entire 48 hours here.

Tags: postmortem

“Drop of Life” Post-Mortem … Or a journal of sorts … kinda.

Drop of Life TItle

If you haven’t played our game yet I strongly encourage you to do so. We are hungry for feedback!

Well, ok, is time to do this; post-mortem time!!

Enter the team

Shadow's profile picture  

I call this portrait "Smiling Shadow"

 

I’ve personally been around since LD20. I participated for the first time with two friends from University (when jam entries were not rated) and we had a hell of a good time. Then LD21 happened, and I was alone, so I entered the compo. I must say that sometimes, working alone can be truly depressing, but may scale into an epic adventure. I skipped LD22, and -if I must be honest- I wasn’t quite sure if I would make something for LD23, after all, I’m a kick-ass programmer but with little art skills.

 

 

ILovePixel's profile picture

He is less blurry in person. Less colors as well.

My friend and jam mate (ilovepixel) is a completely different case. He knew of ludumdare, but never participated before. He is a hell of an artist and all-around creative guy.  Since this was LD’s 10th anniversary, I asked my friend if he was interested on participating. He liked the idea, so -before I could fully realize the implications of it- the game was on and there was no backing down.

For this entry he was going to be in charge of the art, and I was supposed to take care of programming and music (given we had time to add such a thing to the game). His weapon of choice was Photoshop while mine were Notepad++ and Monkey.

 

 

 

The game is on …

Friday

We met online Friday night, about 20 minutes before the theme was announced. I was on IRC waiting for the life-deciding moment. After some technical difficulties, the irc bot finally announced the theme; the usual chain of events followed. Denial, anger, bargaining, depression, acceptance; we went through all of them in about 15 minutes.

We wanted to make something different (some forecasts were done in IRC about most entries being side-scroll platformers with small elements and creatures and with some linear combination of “tiny” and “world” as their name) so we first thought of a tower defense game.

To fit the theme we pictured small-scale organisms like protozoa, amoebas and that kind of living creatures. As I wanted to bring some emphasis into the “tiny” aspect, I envisioned the world to be limited by tight constraints, like a petri dish… or… a drop of water. We later found that you can actually fit a hefty number of bacteria into a drop of water so we went along with that.

At that point we already decided it would be a “player-vs-enemy” battle and we came up with the idea of the drop falling into ground and having the microorganisms to fight each other for survival. Since bacteria was going to be carried to the battlefield in drops of water, we decided to use that as a core restriction; the player won’t have the freedom to create units by accumulating points or resources, but rather he would receive a number of units after each drop reached the ground.

There was a problem with our choice of genre (tower defense) though; player units were required to be stationary while the enemy was supposed to move freely across the field. We then started thinking on ways of making our units to move, but it wasn’t easy to picture some unicellular organism moving on that scenario other than by drifting on the liquid surface with no input from the user.

Then I recalled Conway’s game of life, and although it’s not a game per se, there you have cells which “move” by death and spawn of new ones. The idea of fully implementing conway’s rules followed quickly, so we settled with making a playable version of Conway’s automata with the additional challenge of  incoming waves of enemy cells.

Conway's game of life insane &quot;breeder&quot; formation

The formation you dream your country came up with, but deep into your heart you know it was an asian dude.

 

With the basic game concept and mechanics decided, we called it a day and logged off so we could start working on the game the next day.

Saturday

My mate came over to my house Saturday around 3:40 PM. We had things to do early that day so we started with more than half a day of disadvantage. My friend shown me some ideas he sketched on his pocket notepad related to the main game view and the intro, so we discussed them and settled with the general feeling of the game.

I had a few basic classes and components made as part of the warm-up weekend, so I didn’t have to code ABSOLUTELY everything from scratch (I had animations, tilesets and the framework for dynamic resource loading implemented) but I was still missing a few things (fonts, scene management, cameras, etc) so I ended up doing a lot of them during the compo/jam which drastically reduced my time.

I wasted some time experimenting a bit with zooming in and out of the field, but since I didn’t have a solid mechanism for camera control I discarded the idea and went ahead with a fixed zoom level (we will probably implement zoom on the post-jam version).

If you are curious, this was our inspiration for the general look and feel of the player’s units:

Powerpuff girls' amoeba boys

Real unicellular organisms as seen by an electronic microscope

 

We stopped working around 5 AM and we went to sleep. We planned to rest for 4 hours but we ended up taking a 6 hours full nap. BAD.

Sunday

We further discussed the game rules, basically if it was worth introducing new rules that took into account the fact that two different parties were in play but everything we tried completely broke the game. After realizing how truly wise Conway was, we decided to make no modifications to the standard rules. Well, to be completely honest, I managed to sneak a little modification: while the conditions of “overpopulation” and “loneliness” doesn’t take into account whether the cells are friend or foe, for breeding you NEED the 3 cells to be of your team (although we don’t explain that in game :/ ).

My mate made some tutorial screens explaining the rules and finished the sprites, which I later added the game. I worked into implementing individual sprites for each cell so they could display different animations (like “death” or “sprout”) instead of all the living cells displaying the same sprite and dead cells having no animation. This is where I came up with the current implementation which is most likely the cause of the performance drop the game experiences after a certain number of rounds. I knew  it was going to cause problems but according to my calculations, there was no time to implement a dynamic sprite pool (and in fact, I didn’t have time to later rewrite this part) so every time a cell spawns, a new sprite is created in memory. Where is the memory freed? only god knows.

My friend left my house around 6:30 PM because he had things to do. At this point the game had no turn-based action and no way to remove cells once you placed them on the field. We also had no enemies although all the methods for adding and processing enemy cells were already implemented and tested (by manually placing  enemy cells and watching them “live”).

I kept working on the game: Added the full set of animations my friend made, added a way to recognize cells placed by the player so you could remove them if you wanted, and had the basic turn-swapping mechanics in place. I also implemented a text box which could contain multiple lines of text which I used to signal the beginning of your turn.  It was 00:00 AM, Monday, so I left the development and did my routinary sunday-night routine which involves preparing myself for the next day (which means returning to my day-time job). Went to bed between 3 and 4 AM.

Monday

Arrived home around 7:30 PM after an intense day at work. Jam deadline was due 10:00 PM so I only had 2 hours and a half  to finish the game. I immediately resumed my work on the project. I kinda panicked since my mate wasn’t online and I needed a credits and game over screen as well as redoing the tutorial to have simplified instructions and reflect a change in the background color of the field. I also needed a story.

I decided I didn’t have time to sit and wait so I crammed the credits into the intro screen, used the handy textbox class I implemented the night before for recreating  the tutorial screens together with a new set of screens I made . Then added a skip button I quickly created with one of the fonts we were using.

For the story, I wrote a short description of the game premise and stuffed it into another text box which I made scroll. I also added another skip button for that screen as well.

Finally I wrote the game-over condition test and abused yet again of my textbox to notify the tragic event to the player and display the survival stats.

My friend finally logged in, like 10 minutes before the deadline. Too late for redoing anything of what I needed, sadly. I polished a few details and started getting ready to submit. I launched the submission form and started filling what I could. I also ran filezilla and connected to my ftp.

It was 5 minutes before deadline and the game didn’t have enemies. I came up with some crappy AI which basically starts spawning cells after two  rounds, trying to fit a few standard formations which give the enemy either a stable low population of cells, or some compact weapon (The glider, which you can try here). It didn’t test if the formation fits though, or if it causes to suddenly annihilate his entire army, so whenever the enemy runs out of cells, a new wave arrives.

I was finally done with the enemies and it was like 10:01 PM. I was off by 1 F*CKING minute!!.

I refreshed the ludumdare’s homepage and realized that the submission hour just started. I was then like “Damn right!! the submission hour! We are SOOO not screwed now!”.  It was actually good that I forgot completely about the submission hour, because otherwise I may have worked without haste.

I then realized that our game didn’t have a name so I asked my friend to think on something. He came up with drop of life which I immediatly liked. I told him if he could integrate the title into the intro screen, I also uploaded the game to my server to show him the current status of the game. He luckily loved the result and the way I implemented the missing things and brought everything together (the last time he saw the game before leaving my house not all the animations and assets were in the game, mostly placeholders and the first animations he did).

He sent me the modified intro screen which I added into the game, rebuilt the project and uploaded everything to my server again. Filled the LD form and submitted….

IT WAS OVER

It was DAMN over. I was tired as hell… with a f*cking headache that words alone can’t describe…. but I was satisfied… and happy.

And so was my friend. I must say it was a real pleasure to work with him. He worked lighting-fast and delivered high quality assets for the game in jaw-dropping time. We both are proud of what we achieved; we came up with a nice game concept and we managed to develop the game entirely (well, not 100% complete but it’s playable and it looks damn good)  in probably no more than 30 hrs. It doesn’t have music, it has a few bugs, and some screens are pretty generic but man, we love every damn bit of it.

So we would like to ask you from the bottom of our hearts: Play the gameWe truly hope you enjoy it as much as we enjoyed developing it.

GIF animation of a friendly bacterium

You just can't hate it, can you?

 

EDIT: Added the MOAR tag so this post won’t appear as the behemoth it is unless you click on (more…)

ERRATUM: I *think* I added a temporary form of credits on the intro screen on Sunday night but I’m not actually sure of it. Just wanted to add that clarification for the sake of accuracy.

Tags: drop of life, jam, journal, ld23, post-mortem

The World is Flat!

Oh hey there. I’ve been so busy post-Ludum Dare I hardly had time to talk about my game D:

Well here it is, Scape

Scape is a puzzle game where your goal is to fill all the empty spots with trees. Every move you make you plant a tree, every tree takes 3 moves to grow fully and once it’s grown it blocks your path so you have to plan your movements carefully. There are some added challenges later but I’ll let you play to see them 😉

You can play it here:

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=3309

Also, I’d like to say this was a special ludum dare for me because the day it started was the my last day at my old job, which I quit so I can make my own games full time, because I want to. And I’m very happy with how things turned out! Thanks to everyone who has played/commented on the game.

I’m looking forward to playing everyone’s games. If you think i’ll like your game post it in the comments and I promise to play it and give feedback!

 

Cheers,

Andrew

Play ALL of the Androids!!!!

Now that we’re in the judging stage, I want to give a shout out to the other developers who decided that like myself they were going to write their game as an Android app! So without further ado, all you Android users should break out your devices and head on over to these submission pages…

Exclusive Android — SDK ONLY

Burning Platform – by dr_soda (That’s me!!!)

— A game for Android devices, written on an Android tablet.

 

My Wonderful World – by @daniel_sundberg

 

–Exclusive Android — Non SDK

Save Tiny World – by andrebessa

 

 

Android games made with cross-platform tools, available on other platforms

 

 

Worlds in Cards – by summaky

tinyConquest – by Galaxy613

 

 

There may be a couple of others but this was a cursory sample of the ones I have found thusfar.

Comments

24. Apr 2012 · 23:26 UTC
Thanks for the list, Dr. Soda! If I find any other android games, I’ll be sure to post them here in the comments.

ChipWars Post Mortem

This was a fantastic compo for me. I had a quick, solid idea and got a almost all of it implemented. I had a lot of fun, because that’s what games are all about right? 😉 This is my game at the end:

Chip Wars

I also learnt a lot, and just wanted to share some of that now.

Before the compo I got sick. I still wasn’t in the best of health during, and my work suffered as a result. The biggest thing that could have helped was just being healthier. Getting good sleep the week before and eating well would have made a huge difference. The rest of my pre-compo preparation was pretty good. I had everything I needed and was fully up to speed on Unity3d and the libraries I was going to use. I wasn’t doing anything I hadn’t already done before, so there was a minimum of stumbling and trying out random things.

The idea was solid, but parts of it were unusual. I started with a grid-base approach for the circuits because I thought it would be easier, but it ended up being way too many polygons on screen for very little gain. I scrapped that and just went with a free-from approach, which I liked better and worked better. Unfortunately, there were technical problems with the circuit implementation, which caused me to stumble a lot. I spent several hours of the first day trying to solve fancy technical problems that ended up being mainly cosmetic. This was a bad idea as it soaked up way too much time which could have been put to better use actually getting more gameplay in. I saved the gameplay to last, because it relied on a lot of the technical stuff, but I should have focussed on getting that in as soon as possible. I also thought too much about how to code something, rather than just coding it. The work I did in the last 8 hours was far more efficient than the whole first day. Funny how a deadline does that.

As for the graphics, thankfully I went with computer chips, which are fairly easy to model, but I didn’t get all of them complete. Two are untextured and the models for the enemy spawner and power conduit didn’t get finished. The circuit graphics look pretty great, but I could have focussed on them a little more. On the flip side, I just simply ran out of time to get sound and music into the game. I avoided music as I can’t make it, but next time I’ll investigate the automatic music generators out there. As for sound, I could have made some quickly and got them into the game, but just didn’t make it.

I feel if I had another 4 hours, I could have got more done, but that’s not really true, I just would have taken 4 hours longer. Better use of the time is the way to go, and that was the biggest lesson from this LD. Of course, after the post-compo tiredness wore off, I thought up fixes and ideas and ways to improve the game. If there’s enough interest I’ll turn it into a proper title.

So the major things learned were:

  • Be healthier!
  • Code the core mechanics first, worry about niceness later
  • Reserve time for content creation, not just programming
  • A solid, clear idea is golden

Thank you to all the great people in the LD community, and double thank you to the people in the LD irc chat. You guys are awesome! This was my best LD yet, and I’m very very much looking forward to the next one.

Source Code + Files

I uploaded Source Code + files to my entry. Feast your eyes on my sloppy code! One blob to rule them all!

Time Lapse : Avoid

Here are some news from my 48h compo.

There’s a Time Lapse of Avoid :

Avoid

Enjoy !

Afterwards…

Oh guys ! I’m thrill with joy and excitement when I see all the comments on my game page.
As I said in previous posts, It’s my first game and I really appreciate all your review and suggestion. Know that I fell in love with Dusty in the past days while I was giving him life. So I’ve decided to put him on a longer journey.

For the LD version of the game, I use Multimedia Fusion 2. Even if I have little experiences with the software, it show some limits to do what I really wanted to do (like an online version, add particles effect and some tweeks on the gameplay). But figuring that out don’t make a programmer of me, so let’s try another Drag’n’drop gamemaker software. Two choices Game Maker or Construct 2… Construct 2 it is !

Why ?
Simply because I want to, since the LD ends. And some of you seems to appreciate the game, enough to wish it was longer, and so do I. Let’s make it happen!
Know that it could take some times since I have no experiences with Construct 2. Plus, I only have the trial version (since I can’t afford the pro one yet, one day maybe, would be cool if I notice I like it a lot). I’ve began setting up the basics but there is still some “meh” point (but I’ll sort it out). Construct 2 seems to have strong bases and export to html5 (wich is great for online game, but not so on potecting my sprite… do I need to protect them ?).

First screenshot !

Thanks again for everything. Such a blast, I think it’s the first time I ever feel that way.

If you haven’t played the LD version, here it is : Dusty’s Adventure

Thanks !!! Ten thousand times ! Thank you !

 

EDIT : Bonus, the Timelapse of the past week end 😉

Dusty’s Adventure – Timelapse

 

EDIT 2 : POST MORTEM

Almost forgot that part. So…

Good part :
– Release somthing (it wasn’t so sure during the last 5 hours).
– Did some animation, and I’m really proud of the Spider.
– Did a character and a narrative line to go with it.
– Sounds and Music came out not so bad after all.

Bad part :
– Too much time pass on making the animations and arts, forgot to think about levels. My game is really short, it’s not even a game.
– Almost eat and drink nothing during this time.
– MMF2 is really frustrating in his conception.

Bottom line, I draw, animate, make stuff since… well… forever. But this Ludum Dare was not just a competition but a real challenge. Just because even if Ido a lot, I never show anything. With the LD, I had to release it and it was a first. Most of all, it’s one of the first time that I’m proud of something. Maybe that gives a bad image of me, but, I’m just proud of it even with the bugs and shortness of it.

Tags: adventure, afterward, cubertoy, dusty, first, game, remake, sequel

All That Are Lost Will Be Found Post-Mortem

Well.  First Ludum Dare.  What an experience!  I went into it not knowing exactly what to expect, and I’m still not exactly sure what happened.

Here’s the post-mortem for All That Are Lost Will Be Found

My LD journal can be found Here

My website, with a more detailed log of the game creation can be found at OnePingSoftware.com

–Post-Mortem–

All That Are Lost Will Be Found is a game about Hero.  Hero’s role is to seek out, and bring light to the Losties (no, not the TV show).  Unfortunately, there are also evil creatures on the prowl.  Hero’s only means of defense is an inner light that illuminates the environment for a brief moment.

What went right

  1. I finished the game!  As time went by, I became more and more convinced that I wasn’t even going to have something to turn in by the end of the 48hrs.  This, however, actually helped as this somewhat caused me to set more realistic expectations and lower the bar to a reasonable level.
  2. All of my tools worked.  Having not participated in the warmup weekend, I was seriously worried that I’d be working away, and realize that I didn’t have the required software, or that it wouldn’t work correctly.  None of this happened, though, and all my tools worked flawlessly.
  3. I slept.  Originally, I had planned on powering through the competition for as long as I could, before collapsing.  Instead–and due to the location I was working at–I got at least six hours of sleep each night, which in the long run helped immensely.  I think that my original plan of pulling a 48hr coding session would have been about the worst thing I could have done.
  4. I adapted.  There’s nothing more frustrating than making the decision to throw out everything you created in the first seven hours of the compo.  However, on Saturday morning I realized that everything I’d done the night before just didn’t feel right.  In essence, I was simply making another shoot-em-up platformer.  So, I did what any good designer should be able to do: trashed the whole thing and started from scratch.  Being able to do this helps detach me from the project and not wig out if I can’t get “that one feature” into it.
  5. Working with others.  Normally, I think I’d have been inclined to take on the weekend solo, locked in an airtight room.  This was not the case!  I was working in the same space as a couple of other designers, which was great!  It’s always inspirational to be able to get up and see what someone else is working on, rather than sitting in front of your project all day while your brain turns to mush.

What didn’t go so well

  1. Eating.  I practically starved myself during the whole 48 hrs.  In retrospect, it would have been much healthier (and no doubt helped with brain functioning) to have taken the time to stop and get a good meal at least twice a day.
  2. I started off on the wrong foot.  When the theme was released, I panicked.  Then I did what comes natural to me in such situations: I began writing code without any idea as to what I was going to do with it.  And then I dreamed up this massive project that was way outside of my abilities for 48 hours.  Lesson for next time: see what the theme is, turn off computer monitor, and walk away until an idea comes to mind.  This would have saved me seven hours of time spent on a bad, half-baked idea.
  3. Level Design.  It’s the bane of my existence.  I put this off until the last minute on Sunday, and wasted a lot of time working on minor details, rather than concentrating on making the entire game/level more engaging and fun (and then working on the details in the remaining time).
  4. Sound.  I’ve never done anything with sound before, and I simply ignored it, as I didn’t know how easy it was to whip up a few effects in sfxr.  In the future, I’ll create sounds along with the rest of the  assets I create, rather than saving them to the end and hopefully having time to add them in.
  5. Forgot to declare assets ahead of time.  There were a couple of Unity scripts I’ve written previously (in particular, a level generation one) that I fail to mention up front for possible use in the game.  As such, I was stuck with the painful realization that the script is on my computer (I even opened it and looked at it once!), yet I could not use it.

Project specs

All code, assets, and design done by me.  Created in 48 hrs on a Windows 7 desktop in Unity.  Models/graphics were created using Blender and Gimp, respectively.  Testing done on an additional Macbook Pro.

Summary

In retrospect, the entire project turned out really well.  I’m extremely proud that I made and completed a game, albeit a very short one!  In the grand scheme of things it doesn’t matter very much, but it’s still cool.

 

Thanks all for simply “being around”, even if you don’t play my game or read this post.  I felt like I was living in spirit amongst a community of thousands of game designers.  Pretty cool stuff. Cheers! *raises glass*

Tags: All that is lost will be found, LD #23, One Ping Software, post-mortem, R3ason

Comments

25. Apr 2012 · 00:32 UTC
“Thanks all for simply “being around”, even if you don’t play my game or read this post. I felt like I was living in spirit amongst a community of thousands of game designers. Pretty cool stuff. Cheers! *raises glass*”
07. May 2012 · 20:18 UTC
Same feeling as CuberToy.

Haxe Planets: Android version

Hi all,

For LD23 I decided to use Haxe + NME to develop a multiplatform game.. so my game it’s a one button multiplatform platform game :)

I had two issues regarding Android version: scale and sounds.. the scale issue was solved by reading the documentation, and the sound issue was an incorrect asset type declaration.

This is my entry running in a Samsung Galaxy Tab:

You can download the Android version or try the flash and cpp version here

Good luck to all!!!!

Tags: android, haXe, haxenme, LD #23, nme

Comments

reustonium
20. Sep 2012 · 17:18 UTC
that is freaking awesome!

Fav-o-rama

I’ve only rated 30 games (so many Windows-only games this time…) but here are my 3 favorites so far:

(Tiny) Worlds of Illusion

I love the idea of incorporating optical illusions into the gameplay. I’ve never seen anything like this before.

 

pixTown

Unique puzzle mechanic here, with smooth interaction and complementary sound effects.

 

Tinysasters

Another neat gameplay concept I haven’t seen before. The superb artwork is icing on the cake.

 

Tradesies?

Want me to rate your game? Drop the link in the comments and I’ll check it out (web or Mac versions only, sorry).

Please rate my game in exchange:

Zephyr

 

Great work everyone. Thanks for all the games!

Comments

25. Apr 2012 · 05:05 UTC
Hey cadin,
25. Apr 2012 · 05:05 UTC
Hey cadin,

LD23 Let’s relax stream

I started my stream, but my microphone decided not to work and I never noticed.

I fixed the problem, join me now. I decided to not to eat because my stream was terrible. Just music and games.

Web games – when you only have a minute to spare

This is a list of all games that have web,html(5),flash,swf in them and can (probaby) be played in a browser. Nice to have if you only got minutes to spare and want to rate a few games. =)

!

φ

“Vesta: Galactic Convict Colony

(Tiny) Worlds of Illusion

@kanye

[web] Professor McSteen, and the shrinking machine

0x17’s

100seconds’World

2 Tiny Gods

25 Rooms

48 hour MMO

6 Degrees of Sabotage

70 seconds left

9Lives

A Cube Race

A day in your Life

A Flying Shame

A Giant Step

a little place.

A Minecraftesque Adventure a`  la Rogue

A Perfect Purpose

A Robot’s Journey

A Super Mario Summary

A Tenthlings Quest

A Theft of Mass

A Tiny Planet

A Tiny World

A Week in the life of…

A World for Me

A World Within a World

Acari love

Accretion

ACTION SCIENCE DOG

Adler’s Planet

Adventures in NoLand

Aedicula

Aegaeon

Aether

Alien Archaeologist

Alien Comets

Alien Punch!

Alienbomb Defender

All That Are Lost Will Be Found

Aloft

Amnesic prince

An Attempt at Meta Puzzle Design

An Hell Of A Kitchen

An Infectous Cure

Angels on a Pin

Angle Isle

Angstrom

Ant Command

Ant Farm Simulator

Ant Quest!

Ant Run

ANT SURF HERO: THE SURFENING

Ant, Bee, Cow, Pig and Spider BOSS

Antibody

ANtopia

Ants and Stuff

Aquarium Adventure

ARACHNID

Archipelago

Are You Okay?

ascii world

Astro Break

Astro Gardener

Astronautics

Astrosurf

Asylum

AtmosFeast

Atom Factory

Atom Grid

Atom Planet

Atomic Bug

Atomic Galaxy Factory

Atomswarm

Attack of the Tiny People

Audio Land

Avoid

Ayond

B

Backyard Pirates

Bacterial World

Bacteriom nom nom

Bad Neighbors

Balance

Battle of the Planets

Be Tiny, World!

BeetleVenture

Before The Big Bang

belief

Berry Hunt

Beyond

Big Atoms

Big Space Tiny Man

BigMe

BioBattle

Bioclash

Biodome

Biological Warfare

Blob Blob TROUBLE!

Block Bros

Block Switch

boing SMASH

Boundaries

Box

Boxed in.

Brainfected

Brevity

Buggiest Game Ever

Buggy, Tank and Missile Launcher!!!

Bugs Planet

Bugs

Bugs

Bunny Cube

Burger Defender

c!ph3r

Cage

CAPSULE [web]

Castaways

Catamari Meowacy

caveman defending his cave from aliens while monoliths drop down from the sky

Childhood toys

Children of DiscoDroid

Chip Wars

Chromatic Breeding

Chubeh Bunneh

Claustrophobia

Cocoloco

Collect ALL the resources

Colossal Creature crushes Tiny Town

Colours in the Void

Combat Cube

Congratulations Doc, it’s a shrink ray!

Conquer Pico Worlds

Conqueror

Conquest: Herb Garden

Controlling

Copulous

Core Buster

Corebound

Corky

Cosmicro

Cows and Stuff

Cracked

Craemle Zone

Crashed on Minutiae Prime

Creature Collect

Cricket in a Bottle

Crimson Booties

Cruel space

Crumble

Crunk’s key chase in Tiny Land!

Crystalbots

Crysthurl

Cubicle Complex

Cyberoid

Cylcubere Origins

Cytokine

Deconstructorium

Defend the Planet

Defendor of Tiny World

Delirium

Deliveroid

DEREK

Desire

Dessert Planet

Destroy the Alien Planet

Dimension Jumpers

Dimensional

DIMENSIONAUTS

Diminutive Dungeon

Dino Wrangler

DINO

Discovery

doggone

Don’t mess with magical cube

Don’t Mess with the Gnomes!

Dont Touch the Button

dot

Down

Download Incomplete

Downsize the World!

Dr. Biology’s Educational Game

Dr. Nano

Dragons of Pluto

Drill It!: Demolition Co.

Drop of Life

Dude Rescue

Dude, where’s my planet

Dusty

Earth Evacuation

eat, sleep, work

Ecosim

Eidolic New World

Eight O’Clock

El Petit Messi

Electron Cloud

Empty Space

Enlargement Issues

Enter The Mechanism

Enzyme Frenzy

Epic Robot Battle For Territory

Epic Scale Warfare

Epic space defence

Epiquest

Escape from Minimars

Estrape

Ethereal Isles

Even Tiny Worlds…

Exciting Electrons

Exposed

Extensionism

Extraordinarily Awesome Petroleum Male Child!

Face The Truth

Faelanx

Fail Quest Deluxe

Fancy Seeing You Here

Fart Together

Fill that jar! now put some crumbs in it!

Fish Simulator X

Fish Tank Commander

Five by Five

Flea Circus

Flea Game

Flight of the Ladybug

Flyght

Flying Castles

Flyspeck

Fooling Yourself in Moderation

Fractality

Fracuum

Freddies

Free Donutia

Free My World

Freezen Break

Friends and Foes

Frustrating Tiny Rooms

Full Metal Planetoid

Fuseglow

Galactic Messenger

Galaxy Music Quest

Genesis

Germ Buster

GERMS!

GERMS: A Ghost Story

Get Tiny!

Giant Apple Pie

Giant’s Crash !

Gingerbread Kingdom

Glue Galaxy Rescue!

Gnome Alone

Gnome Purseuit

Gods Inc.

Godzilla Rampage

Gravitation

Gravity Force 3

Gravity Sucks [WEB]

gravity

Greed Wars

Green War on Earth

Grow!

Grow

Gulliver

Gum Crisis In Pipe City

Hambugaaa

Hamster Bowling

Hamster Damn

Haxe Planets

Head Trauma

Hearth Attack

Hero of Rain

Honey, I Shrunk the soldiers

Housefly

Hummy’s Hunger

Humphrey’s Tiny Adventure

Hungry Ants

HUNGRY BUGS

I Refuse

I Should Clean My Keyboard

I want to turn the heater on

I Will Burn The Earth Down For You

IÄTI

iblic

Immune System (virus vs. antibodies game)

Immune

Immunity

Imuno

In a Lonely Sea of Stars

In Delusion

Incredible Impact

Incredible Story of All Living Things

ineptia

Intergalactic Curling League

Internal Monsters

Interplanetary Rescue

Intersection

Invaders From Space

Invaders!

Invasion Of The Trivials

Invasion Of Tiny World

Island Defense

It’s a crazy tiny world after all !

It’s a Small World: The F.P.S.

It’s a tab

itty 8bitty

Itty Bitty Dimension Warp

Itty

Ivory Kingdom

Jack

Jetpack Pixel

Just Another Day At TWM Inc.

Just keep dying

Kamikaze Planet

Kid’s Wars

Kill Drill

Kill Them With Asteroids

Killer the Ant

KittenWorld

Kumiho

Kupow

Lady Bug!!!

Laser Coin Planets

Last World

Lauch a rocket

Let’s Go Moon

LHC

Life in jar

Lighthouse

Lilac.27

Little boy controls american Drone

Little Gray Rocketeer

Little Knight’s Tiny World

Little Locations

Little Mischief Makers

Little Poui

Little Sky….

Little World Adventure

LittleEarth’s Last Stand

LittlePlanetBigRocket

Lodestar

Lord Deadrock’s Adventures

Lost In Her Eye

Lost in space

Lost Oxide

mach qo

Macro Marines

Macronauts, Go!

Magic House

Magma Defense

Magniverse

Marble Worlds

March of the Ladybirds

Maru

Massive Attract

Materia

Matrix Creatrix

Max Stardust in “Asteroids and Stuff”

Memento XII

Merlin, Build Me a Castle

Mesene’s tiny world

Meteor

Michael is Myopic

Micro World

microchip

Microcosm

microrail

Microscopia

Millinaut

Milunar

Mineral Cities

Mini

Miniature Worlds

Minikin

Minilization

MiniQuest

Minisk, You Will

Mirror Rays

Mitochondrion

MoleculeCraft

Molecules

Montezuma’s Tomb

Moon Base

Most of us live in a tiny world

Motherboard City

Mozi Life

Mr Cool

Mr. Butter and the Infinite Bread

Mr. Dibbins and the Island of Lore

Muffin Time!

My Dot World

My First World

My Kid Dropped The Planet

My Little Dungeon

My Little Friends

My Little Planetoid

My Sun Is HUUUGE!

My Tiny Town

My tiny world

MyLittleWorld

Nan

Nano Spin

Nano Strike

Nano

Nanobot Adventures

NANOFAULT

Nanonaut

Narrow

Nasty Bubbly

Nature Wisp

Nematode

Niña Nueve

Nibbles

Nineties Holywood Hacker

No One Said It Wasn’t Aliens

Nobody

Nook

Obsolescence

Oh Boy, Oh Boy

On Another Scale

One Small Planet’s Trouble

One

ONLY DUST

ONLY US

Only Walls

Only Your Home

Oomple

Operation Tinder Feat

orange thing

OSC: Dawn

Our Small World

Our Tiny World

Our Worlds

Out for arrest

Overpopulous

OWWW

Pale Blue Dot

Pale Blue Dot

Particle Drop

Particulate Planet

Path O’ Invasion

Penguin

Peppy Land

Perl Guardian

Perspectives

Pet Planet

Petri

Petri

Phi

Phobius

Pico Planets

Piece of Dirt

Pieces

Pin Party

Pirates VS Aliens

PixDodge

Pixel MMO

Pixel Wars

Pixel World

Pixels World

pixTown

Planet 161

PLANET CONQUERED

Planet Devourer

Planet Grab

Planet Life

Planet Protector

Planet Slightshot

Pocket Universe

Pogo Planet

Polarity

Pollinate

Poor Pluto

Poor Pluto’s Revenge

Pow! Pow! Pow!

Predicament

Pretentious Game

Project Peace

Protector

Puny Planet

Puny World

Quark Shark

Quark

Quarks vs Leptons!

Quarky

Quaternion Nightmare

Quest^3

Ra Ra

Rat Conquest

Real War

Red

Redbeard the Borrower

Redeye

Restless Island

Revolves

Rob this tiny world!

Robots Are Red, Violets Are Blue

Rock ‘n’ Slash

Rocket Boat

Rotten World

Rubiq’s Garden

sailboatboatboat

Sako

Salmonella Attack

Save Me

Save the Tiny World

SAVE YOUR FOLKS!

Scape

Search

Seclude

Seed Star

Seeds Of Destruction

Shake it up!

shiprage

Shipwrecked

Shoebox World

Shoot Dem Asteroids

Short Life in a Box

Shorted Out

Shr1nk

Shrink!

Shrink

SimAsteroid

Single Cycles

Sirus the Virus

Skydef

Slime Buster Micro

Slime Mold

Slunks everywhere

Small Slime Adventure

Small Things

SmallShoot

Smallworld Survival

Sneaking Guinea Pig

Snow Globe Kerfuffle

Snow Globe

So Many Tiny Worlds, So Little Time

so small

Solar Sailor

Solar Thief

Solenopsis Invicta

Soul Searchin’

Space Dozer

Space Imperator

SpaceBlastah

Spaceman Biff vs The Red Robots

SpaceMission Part 2

Spaceships: Origins

SpaceToSpace

spectrumTrap

Spermatozoon vs. Zombies (tiny world defence)

SpermWorld

Spider World

Spinworld

Spitoon

Sprace

SS Tiny World

stack::tracer()

Stade 2 (Mr.Oizo)

Stampede at the Crooked Thorax Ranch

Star Drill

Stargazer

Starvin’ Marvin

Stellar Nurse

Stomp

Stranded

Stuck In the DOM world

Stupid Ants

Subatomica

SUBPIXEL

Sun Bringers

Sun Save World

Super Fun Crushy Time!

Super Orbit Worlds

Super Strict Farmer

Super Tiny Adventure

Super World of Progress Achievement

Supernova

Superpixel

Surrounded by Snails

Survive Attack

Swift

Synthesis

T in Y World

Teeming

terminus

Terra Bellum

Terraformer Breath

The Big Bang

The Big Run

The Cheesiest Game Ever!

The Day of the Godzsillas

The Elves end the Shoemaker

The Good Ship Higgs Boson

The Green Planet

The Island of Dare

The Island

The Lair

The Last Colony

The Last Rainbow

The Last Ride Home

The Last Square

The life in a box

The Little Glitch

The Little Planet

The Office

The Pitful Pits

The Plane Walker

The Sheep Are Sinking

The Small World of Professor Strange

The Spaceman

The Story of a World

The tale of a microwave…

The Tiny Green World

The Tiny Gryphalope

The tiny life

The Tiny World of Buzz

The Tiny World of Fiorella

The Tiny World of the butterfly

The Tiny World

The Tiny, Unknown and Unimportant World

The Tourist

The Traveler

The Two of Us

The Underground Court

The Wizardry the Game

The World Below

The world of Marceline

These are your Friends

This game is pretty NEET!

This Planet Ain’t Big Enough For The Both Of Us

Three Trials

Tininess Defense

Tiny Adventures In SPACE

Tiny Apocalypse

Tiny Apocalyspe

Tiny Archaeologist

Tiny Basket World

Tiny Black World

Tiny Blastoff

Tiny Cavern

Tiny Civ

Tiny Civilization

TINY COMPUTER PEOPLE

Tiny Conflict

Tiny Contamination, well almost

Tiny Crash Landing

Tiny Cubic Maze World

Tiny Defender

Tiny Defenders

Tiny Defense

Tiny Domination

Tiny Drop

Tiny Droplet

Tiny Eco

Tiny Epic

Tiny Fishy World

Tiny Garden

Tiny God : Small Diety, Big Pantheon

Tiny God wants a Bigger World

Tiny God

Tiny Infection

Tiny Island Adventure

Tiny Journey

Tiny Kitty Harem Hero

Tiny little World

Tiny Man

Tiny Maze Speedrun

Tiny Maze

Tiny Monk

Tiny Neutrino

Tiny Paradise

Tiny Parallel Worlds

Tiny planet

Tiny Planet

Tiny Planet

Tiny Protector

Tiny Quest

Tiny Resolution

Tiny Shelf

Tiny Shipping

Tiny Shogi 48

Tiny Stick Twin Shooter

Tiny Stomp

Tiny Sword

Tiny Tempers

Tiny the Adventurer

Tiny Timmy and Big Bill

Tiny Tim’s Race World

Tiny Tiny Ants

Tiny Tiny World

Tiny Town vs. The Volcano

Tiny Toy

Tiny Trader

Tiny Vessels

Tiny Visitor

Tiny War Of The Worlds

Tiny War

Tiny War

Tiny Whirled Piece

Tiny Wizard

Tiny Wor ds

Tiny Word

Tiny World Adventure

Tiny World Big War

Tiny World Civiliaztions

tiny World Defence

Tiny World Defense Force

Tiny World Defense

Tiny World God

Tiny World Hero

Tiny World is in Danger!

Tiny World of Bees

Tiny World of Wonders

Tiny world survival

Tiny World Thing

Tiny World War

Tiny World War

Tiny World!

Tiny World: The Musical: The Game

Tiny World? Yes!

Tiny world

Tiny World

Tiny World

Tiny World

Tiny World

Tiny World’s Lunar CTF

Tiny Worlds

TINY WORlDS

TinyCell

tinyConquest

TinyInspiration

TinyNuke

TinyParts

Tiny’s World

Tiny’s World

Tinysasters

Tinysaur

Tinysoft

Tinytanic

Tinyverse

Tinyvilization

Tinyville Confidential

TMORPG

To What a Mountain?

Toad Warrior

Tondie and Zupe

Tooth Fairy Fun Time

Trees of Life

Triskelion

Tronster Tiny World

Trucking the Universe

Uncle Istvan

Universal Singularity

Unusable Man and the Orbs of Exponential Growth

Vac

Virus Wars

Volo

Voyageur

Walker

Wander

WaterdropWorld

We Fall Again

Weeblos

We’re going to need another Gnomy!

Where It Begins

White Cell 2.0

Wild Ontrys

Wirepair

World Gone Wrong

World In A Bottle

World of desTiny

World of Destruction

World Panic!

World runner

World Saver!

World Vacuum

Wunderworld

Your Little Tale

Zephyr

Zombie Fish

Zombie Siege

ZUNZANDA

Tags: list, web game

Cosmicro – Timelapse and Postmortem

Play the game here.

I originally wanted to make a platformer where you run around a tiny planet (like in the final game), but after a bit of coding I realized I had no idea how to actually make my idea work, and making levels would be really difficult to make. I decided to change it to a shooter. I got a little influence from the Sim portion Actraiser, I think.

Another idea I has while working on this was a puzzle/platformer involving Atlas carring the world around, throwing it around would cause changes in the world you’re in depending what you do with it. I couldn’t really think of a good way to use this idea, so I just continued with what I as making.

The game name is just a little pun I thought up, it’s a combination of Cosmic and Micro. I’m a little surprised no one else used the name, considering the theme.

 

What went right:

  • Despite not having much experience using as3 or flashpunk, everything went pretty smoothly in the programming aspect.
  • Graphics ended up alright
  • Sound and music were ok, although I think the music it a bit bad in some places.

What went wrong:

  • I tend to dislike games which have you doing the same thing repeatedly to get a high score and have no real goal, but that’s how my game ended up. I’m not too happy about that. Time constraints made me leave out features such as multiple stages and enemies.
  • Apparently the difficulty was to high. If I added stages like I wanted I would’ve had it easy in the beginning and ramp up the difficulty later.

I’m planning on working on the game a little more to add stuff I left out.

Tags: postmortem, timelapse

Amazing Constructive Feedback

Wow.  This was my first Ludumdare and honestly my entry wasn’t that strong.  But the feedback I received was very constructive!  With the comments people gave I was able to pin point 3 really nasty bugs – an unthrottled frame timer on some gfx cards (no vsync support) that caused insta-death, a terrible collision detection bug, and a threading bug in the music player that caused random crashes during ogg file loading.

My quest to make a decent SmashTV for the PC continues thanks to the wonderful people here :)

It’s all OpenGL and C so I’m cross compiling to Linux and Mac when I get time.

http://stoutb.hawkworld.net/ludumdare23.html

Ludum Dare 23: Post Mortem

Now that the Ludum Dare competition is complete and my entry has been submitted for voting, it’s time to look back on what worked & what didn’t.

The Good

  • She handles like a lethargic sloth on narcotics

    I was very happy with the control & “feel” of the planets, which was pretty much the only goal I had set out for myself at the start of the competition.

    In the game, you’re controling a tiny ball on a fixed screen that has horrid accelleration & low top speed. However, the combination of the buildings on the planet to give scale and the parallax scrolling background to imply the motion of hurtling through space gave enough sense of weight to the planet to make the control feel natural rather than sluggish.

  • Strike a pose

    This was the first time I’d modelled anything in blender (besides the square card for “pick a card”), and I was very happy with how the buildings turned out. I was able to get the angles right on all the duplicate buildings so they’re “sprouting” out just like I wanted. It’s a special kind of awesome when you envision something in your mind, and are able to produce exactly that.

  • To pew, or not to pew

    It’s small in the long run, but the screen where you choose which planet you want had quite a bit of thought put into it, and I’m very happy with it.

    • How do we let users know that clicking on the planets can have an effect? Moving your mouse cursor over either planet zooms them slightly, giving an indication that further interaction with the mouse may be possible.
    • How do we let users know clicking had an effect? One thing I definitely DIDN’T want to do is have clicking on a planet confirm that choice, and move on to the game. Users often click to see what happens, and taking that as their choice can move things along before they’re ready.
      We still want to let them know clicking has an effect, though. This was done by adding a yellow “halo” effect to the planet that was clicked, letting them know that it’s the “active” selection.

    One of my goals as a UI designer at work is to make hints for direction subtle enough that users don’t even realize they’re there; I think this choice screen worked along those lines.

The Bad

  • Texturing

    While the modelling of Mechania was passable, Conflagus looks awful. I was attempting to add swirling clouds similar to Jupiter, but instead it looks like someone smeared Elmer’s glue on a superball. I had planned on adding some modelling detail to the planet like Mechania, but I ran out of time.

    Part of this was the constraints of the Ludum Dare Rules. Everything has to be made from scratch by the participant – models, textures, etc. Normally I would’ve just grabbed a planet texture from somewhere, but that wouldn’t fly here.

    This is an explanation, not an excuse. While I’m skilled at GIMP with content editing, I’m horrid at content creation. I just can’t create textures from scratch, and really need to work on it.

  • Music

    do-do-DOO-do-do-DOO-do-do-DOO-do-do-DOO-do-DOO-do

    do-do-DOO-do-do-DOO-do-do-DOO-do-do-DOO-do-DOO-do

    do-do-DOO-do-do-DOO-do-do-DOO-do-do-DOO-do-DOO-do

    Yeeaaah. Sorry about that.

    I knew I wanted to get music in the game, and Musagi certainly LOOKED easy to use. It wasn’t.

    After 30 minutes of fiddling (and with 1 hour until submission deadline), That bassline and simple drumbeat were all I had managed to squeak out. I do believe I’m capable of creating much higher quality music, but in the future I’ll familiarize myself with tools long before-hand.

  • Pace

    I had the time per stage set extremely low during development, so I could easily test getting to the later levels without taking a long time (with hours before submission, taking 3 minutes to play through to stage 5 adds up FAST).

    I lenghented the stages some, but the final release definitely didn’t have stages as long as I had intendted. It turns out it’s not even possible to lose during the first few stages because so few meteors actually make it to Bulbous during the allotted time.

Other Thoughts

  • Time Management

    Time management is a common sticking point in these crunch competitions, but I think went well for me. Often people bang away for 48 hours and end up with a very nice game engine and level editor – and nothing else. For the final 8 hours, I continually asked myself, “what do I absolutely, positively need to have in the game that I haven’t implemented yet?”

    This led me to delay some things I really wanted to try but weren’t absolutely critical (new model for Conflagus) and implement things that I HAD to have (title screen, multiple levels, health/progress bar, etc). As much as I lament not revisiting Conflagus, I’m glad I didn’t. It turns out I I DIDN’T have time to do all of the above, and I couldn’t imagine sacrificing any of the later for the former.

  • Tools & Tribulations

    This is still a learning process for me. I’ve gained a lot of knowledge from my previous forays in Unity, and this weekend I spent less time trying to figure out how to use the tools and more time on actual content than previously, but I still ended up spending quite a while figuring out just how to make things worked.

    I had a number of false starts. For example, I tried doing the health bars via:

    • Line Renderers, but the longer “background” lineRenderer always draw on top, and pulling one out in front with a Z depth caused noticable skewing in the sizes/positions.
    • Then I tried a GuiTexture-based solution, and gave up on that after a bit of banging my head against the wall (everything’s specified in coordinates between 0 & 1 instead of actual pixel numbers)
    • Finally figuring out how to use GUI.DrawTexture successfully.

    All told, I probably spent about 2 hours futzing with something that, if I had to do again now, I could accomplish in about 10 minutes.

    That’s is how it works, though. I’d preveiously spent most of a day playing with & tweaking “click selection” with my RayCast Selection project; for Ludum Dare, I implemented it quick & without a second thought. Raycast Selection had been a tool in my belt before Ludum Dare, now GUI Textures sit beside it. My toolkit will continue to grow as I gain experience, which is exactly what I wanted to get from Ludum Dare.


    It was definitely a fun learning experience overall. I’m going to keep cranking out tiny, stupid game concepts in the meantime, and I look forward to participating in future Ludum Dare competitions. 😀

Level Editor

I’m adding a couple of things to the post-compo version of Pico Planets, mostly driven by the feedback I have gotten on my submission so far. Top two critiques have been: 1.) a way to reset if you drift off into space (v1.1, available at picoplanets.com/latest/ now kills you off quickly if you’re drifting away); and 2.) more levels.

Making good levels is tricky. When you’re typing in planet coordinates and radii by hand, it’s hard to tell how it will turn out until you test it. That process takes far too long. Instead, I figured I should build a simple graphical level editor.

Level editor preview: http://picoplanets.com/latest/editor.html

Right now, you can add, move, and resize planets and suns. You can also move and resize the goal planet and change the player’s starting position. The result is a JSON string outputted in a text field below the editor. Unfortunately, the game currently does not accept this kind of input. So, the next step will be to update the game app to make the levels dynamic, rather than hard-coded like they are now.

The blue ring highlights the selected planet, and the little dot is the resizing handle. You can drag the stage around in case you want to lay out a large level.

Awesome games!

I’m having lots of fun kicking back and rummaging through everyones games, here are some interesting/fun/smart entries worth checking out.

There is a Picture by MortisGhost

Extensionism by Eelfroth

ANtopia by pgil

 

Still lot’s of awesome games to checkout, if you want me to check yours out let me know!

Wallpapers with all 1402(!) LD23 Games!

Desktop-wallpaper-sized grids of all 1402 LD23 games!

holy shit

The wallpapers in various sizes:

Tags: wallpaper

Minisk, You Will – Post mortem

I’ve seen a few other developers write a post-mortem, and it seems like the cool thing to do some I’m going to write one about my first Ludum Dare experience that will never get read:

I watched some of Notch’s live stream of him making Prelude of The Chambered, his entry for LD21’s escape theme. This was the first time I’d ever heard of it, and I thought it was a pretty cool idea but didn’t think any more of it until his next entry, Minicraft, four months later. While watching his live stream I decided that next time I was going to enter. I’m a fairly adequete programmer, and enjoy making games. In my four years of programming games though I think I’ve only ever completely finished one, because I either get bored with the project or the code base becomes too big and messy and I end up throwing it into the dusty corner where all mu other abandoned projects lay.

48 hours didn’t sound like a lot of time to make a game though, and I was afraid that I would be extremelystressed trying to meet the deadline and turn in some heap of garbage. I was wrong though. 48 hours is a really long time to be focused on one thing, like making a game. Sure, the weekend goes by in the blink of an eye when you’re having fun partying/sleeping/playing bf3, but when you’ve been working solo on your game for over 30 straight hours time seems to slow down and you realise that it’s not as difficult as you thought to produce something half-decent in just one weekend. By the middle of Sunday I could feel exhaustion setting in, I was ready to ditch this game. Had it not been for the looming deadline, had I made this game outside of the competition, it would be lying incomplete in its grave on my hard drive somewhere right now, where I would stumble upon it a few months down the line and be like, “Oh yeah, I remember this. Pity I’ll never finish it”.

And that’s what I think is so great about the competition. Working as a solo game dev is extremely lonely. There is no one to talk to about your progress, your losses, your triumphs, your clever work around to a bug that’s been making you cry for three solid hours. Ludum Dare changes that. You get to work along side another 1000 individuals who are all making games and will end up playing and rating yours. The deadline also helps to keep you motivated. Without the deadline I’m sure fewer than 5% of those games would be completed. Also, the closer you are to the deadline, the more you seem to get done. In the last hour I was making menu screens, a intro song and trying to code some levels into my game. I literally finished with 3 minutes to spare. I did not know about the hour to submit though, and I was very stressed because I thought I had 3 minutes to submit my game or miss out on the competition, wasting the 30 hours of effort I had just put in.

Day 1

I slept through the first 5 hours. The competition starts at 3am for me, so I thought I’d try and get a good night’s sleep and start in the morning. I got up at 8, saw the theme and came up with the idea within a few minutes. An hour or two later, I had a working prototype. I had a little guy running around on the surface of a small planet. I was very excited to see it coming together.

I had a lot of frustration with the math. Whenever you run around the planet, everything in the game needs to rotate as  well. The planet is easy, it just rotates on the spot. Everything else needs to be translated around the planet to keep the
illusion of you running around the planet and not the planet rotating under you. I still don’t think the math for the arrows is 100% correct, but it works and is playable and that’s all that matters, right?

The rest of the first day I spent animating sprites. I’ve never really relied on my art skills for games before. I can draw, but don’t own a tablet. Drawing on paper, scanning and tracing with the mouse is a pain and wasted time. So I settled with placing pixels in Photoshop. I surprised myself, the result is rather nice.

I made sprites for the character to aim his bow in three different directions. You cannot run and shoot, it would have been a nice feature, but I would have to animate his legs moving while aiming. Or come up with some clever solution like overlaying two halves of the same sprite. I decided to leave that, not worth the headache. I also just flip the sprite horizontally when you run left and right. This is incorrect though because the character is not symmetrical. He has something on his right wrist that moves to his left whenever you change direction. I did think about making another set of sprites to fix this, but also, that would have been wasted effort because you hardly notice it in game.

Day 2

I worked right through the night, adding wasps and getting them to shoot at the player. I added particle effects for when arrows hit and the goo balls that wasps shoot explode at the player’s feet. I was tired of programming now and decided to work on sound effects. I used the useful tool sfxr to create some 8-bit sounds. I feel they worked well. Flashpunk only plays mp3 sounds though, and sfx only exports wav, so I ended up converting them in FL Studio. Then they would make horrible crackling sounds in game whenever they started or stopped playing. So I eventually downloaded as3sfxr, which plays sfxr sounds based on a premade String. Useful, and there was no more crackling sound.

I also managed to do a little work on the GUI. I had the idea for a mini-map so you can see where the enemies are in relation to yourself. It is very useful when protecting your planet. It was not too hard to get right. I spent a lot of wasted time trying to draw pixels on the fly though, after I couldn’t get that to work I thought screw it and made sprites for that too.

At about 7am I went upstairs for breakfast, but everyone was still asleep. I thought I’d take a quick nap until they were awake. I slept until 1pm.

This left me just over 12 hours left to complete everything. I made GUI elements for your health, gold and arrows. I added turrets that shoot at enemies. These were hard to get right. I had to calculate the angle to shoot, taking the current angle of the turret and the enemy into the equation. I also drew and animated  those guys with trunks that suck your planet. I wanted to add a whole lot more creatures to fight, but there simply wasn’t enough time. Pretty soon, it was 9pm. 6 hours left.

I added a shop, so you can buy these turrets. Also added the option to buy health and arrows. I added text to let you know when you couldn’t do something. I was happy that most of the math was done and that all the features were starting to come together.

I came up with the idea for the teleporters near the beginning but thought it was too difficult to get done in time. I decided to go for it anyway, made a quick sprite and added it to the game. Getting the actual teleporting was difficult. Rotating everything was alright, I already had the code for that. Calculating the angles between the teleporters were a bit of a headache but I got it right eventually. They are probably my favourite feature, but everyone seems to be able to beat the game before buying them, making them the less viewed feature.

My sister suggested that you get hurt by your own arrows. Good idea I put that in. I also needed menu screens, that easily took two hours. I was really stuck on what to do for the title screen. I tried doing some enlarged pixel art but it wouldn’t work out. I eventually settled on a water drop on a leaf with some sun rays. Making the buttons where a challenge in themselves. I had to make sprites for those too, which changed when you rolled over the button. With the menu screens finally done, I had about an hour left and realised that I still didn’t have any levels.

I hastily coded in some levels. You start with ten mobs on level 1, every 500 ticks, add as many mobs as the level you are on. So 1 mob every 500 ticks on level 1, 2 mobs on level 2, so on. When the mobs run out, increase the level and make the number of mobs 10 * level. Every fifth mob spawned a guy that sucked your planet. When you reach the end of level 5, you win.

It was at this point that I realised in horror that your planet had no health. No health! How had I overlooked that? That made those guys that suck your planet useless! So I coded in some health for the planet, made it regenerate over time and made some sprites for the GUI of the planet draining over time. I made the planet flash when it was being drained, but sometimes would not notice it until too late. To fix that I decided to add an alarm sound in, so you knew when your planet was in danger no matter what was going on.

30 minutes left on the clock. I needed to finish it off. I made some quick bushes in Photoshop, and a moon. I added them randomly to the game on every start up. 10 minutes left. I quickly plugged in my keyboard and started holding down keys, I had the intro song recorded a few minutes later. 5 minutes. I found the flashpunk code for playing mp3’s and added the intro song to the title screen.

Boom! I was done, with 3 minutes to spare. Crazy rush near the end, but I managed to complete it in time.

Over the weekend, I learned how to work quickly and focus my thoughts. I learned how to stay motivated and finish a project. My pixel art skills improved tremendously. I made sound and music for the first time. I am extremely proud of my game and I thank all of those who have left positive comments and criticism. I’m also having a blast discovering other people’s creations. I cannot wait for the next competition, I am getting my friends to enter as well.

No one has commented on my game title yet though. Miniscule, get it?

Comments

thristhart
25. Apr 2012 · 10:10 UTC
Oh man, I totally missed the Miniscule pun. Nice.

Tiny Hack/ Post-Mortem

So, Tiny Hack/.  A hack and slash with a 10×10 pixels world (Although any size should work)

 

What went right?

  • The hastily drawn graphics turned out really nice and fitting to the overall theme.
  • My first plans worked out surprisingly well.
  • The tea tasted excellent.

 

What went wrong?

  • Some horrible game-breaking bugs managed to sneak their way into the code, forcing me to spend more time hunting them down than making better gameplay.
  • Didn’t start off with a actor based system so I had to spend a lot of time fixing that.
  • Too much code ended up in the game class, making it annoying to work with.

 

What didn’t make it?

  • A better aiming system, originally planned to be mouse/second stick controlled.
  • Monster drops, to be used for upgrading your weapons.
  • At least three more spells.
  • Better monster AI (They were supposed to target the player when he’s close).

 

So, in retrospect;

I should probably have chosen something simpler as my first Ludum Dare game. When there was 14 hours left on the clock I realized a rogue-like would’ve been a much better aim.

Bunny Cube post mortem

 

What went right:

Making graphics in Unity

I had found out through the GDC pirate kart that it was actually a lot quicker for me to make 3d graphics using Unity’s in built planes and cubes than it is to import everything in from blender. And it’s so much easier to tweak things and make sure everything looks nice together when I never have to leave the editor! I’m really glad I decided to do it this way, I was able to add a lot of stuff really early on without much repercussion and that really helped  give me some direction, too.

Practice

I’ve had a heap of programming practice since my last entry, and it really helped. It’s still a jam game, but it was definitely the quickest I’ve been able to get something up and running. The dialogue, which is something I usually have a lot of trouble with, went really smoothly too (another thing that the pirate kart helped with).

What went wrong:

Put stuff in before I knew if I needed it

I wasted so much time doing useless crap that I didn’t actually end up needing! If you look at the source code you’ll see that I was trying to make some objects ‘pushable’. AUGH, that was so frustrating and I wasted so much time. I originally thought I was going to make a puzzle game set on a cube, where you push things around on one side and it effected the opposite side. Didn’t work out so well. The first time I wrote the player movement code (and I re-wrote it maybe 3 or 4 times) it made it really difficult to push things around accurately. Eventually I managed to just constrain everything to a grid and then things worked well… until I realized that the player could push blocks into walls. I fixed that, and then after worrying that players would accidentally put the level into an unwinnable state by pushing a block next to a wall I spent another obscenely long period of time trying to add in a tile that the player could walk over, but couldn’t push blocks over. By then I realized that my original puzzle idea just wasn’t very elegant and I wouldn’t have enough room for puzzles on each stage with all the crap I had to add in to make it even playable. That’s when I started adding graphics so I could clear my mind a little, and then I got the idea about animals.

Sound, again

I still don’t understand how music works. I’m sorry my games sound awful.

Forgot to blog

I kind of neglected my ludum dare blog this time around, but it seems the community ranking has been removed anyway. I still feel bad. There were a lot of things I could have posted but I didn’t. I hope this post mortem makes up for it 😀

 

Anyway, if anyone is interested in playing, you can have a go here:

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=2414

Comments

dr_soda
25. Apr 2012 · 13:20 UTC
The one problem with Unity’s planes is that they have a ridiculously high number of verts. If you only need a 4 vert plane for a pixel billboard, you’re totally screwed in terms of efficiency. At that point you have to write your own custom editor script to generate a simple 4 vert plane, and give it a texture yourself.

Timelapse! And some thoughts on my LD.

Hello! Well, there’s a lot of games this time huh! And one of them is my 5th entry, a game I called “Jack”.

This time I went wild and made… a pixel-arted platformer! So cliché, I know, but it’s actually the first game of this kind I’ve personally put out there. The theme “Tiny World” once again didn’t fill me with delight, but here’s what I came up with: giants are threatening the Tiny Kingdom beneath them and you, as Jack, must defeat them! Obviously this is deriving from Jack the Giant Killer/Jack and the Beanstalk etc. It has a silly sense of humour, no less than 3 pieces of music I somehow found time to compose and can be finished in less than a minute.

You can play and rate it here

And here’s that timelapse!

Tags: flash, Flixel, timelapse

Where is the Source?

Is it me, or a LOT of people are not linking to the source code in their games? At least half of the games I rated today did not include source. :-( That is not cool.

NaMa Tek Postmortem

It has been a little more than two days that since the submission of my game NaMa Tek and I had enough time to contemplate about what went good, what went bad and what lessons I can derive from that.

The Good:

  • Familiarity with Lua and LÖVE: At this point in time I have made quite number of games (or game like things) using LÖVE. I have solutions (both in the form libraries and as design patterns) for most of the basic issues that keeps you from making the actual game.
  • Brainstorming and Design: Because my last two attempts at Ludum Dare did not result in a finished game, I decided to take more time for brainstorming and thinking about the game. In a previous compo I would probably have gone with some other idea. I really liked to do a Settlers like ant colony simulation game, but it’s needless to say that such a game is way out of scope for an 48 hour compo.
  • The in game editor: Being able to quickly build and test levels is super important when time is of importance. For NaMa Tek the level format was simple enough to build a level editor in almost no time. Using a third party level editor (e.g. Tiled, GIMP) would have worked, too, but the ability to test levels instantly is priceless.
  • Frequent updates: I forced myself to write a short post every time I took a break. This helped to monitor my own progress and made me think of what had to be done next.

The Bad:

  • Time Management: Although the brainstorming and game design phase went pretty well, I did practically nothing for the first few hours. I eventually got myself together and did what I set out for the first day, but having more time would have helped spotting bugs. On the second day I spent too much time playing with the circuit editor instead of doing important things like graphics, sound and level design. Which brings me to the next point.
  • Level Design: The difficulty curve of the game is far from being linear. The tutorial levels are relatively easy to solve, but the next levels are near impossible if you did not spent some time studying logic circuits and how to build higher level components like latches, adders and finite state machines.
  • User Interface: The only thing I can say here is this “what is intuitive for you is not intuitive for the rest of the world”.

The Indifferent:

  • Music and Sound: I would have liked to devote more time to this. I really enjoyed doing sound design last time (in fact this was one of the only things I was happy with in the end), so it’s a pity this didn’t work out this time. On the other hand, I got to add some simple (simple!) music, which adds a lot to the game. Making music is fun!
  • Graphics: I am neither talented nor experienced at this front and I know it. That considered the game does not look that bad, but it could definitely look better. 😉
  • Work environment: I had to work on a tiny 11.6” Laptop with no additional screen, keyboard or mouse. Compared to my usual setup this certainly was a downgrade, but turned out to be OK.

Lessons learned:

  1. Spend more time planning stuff. Plan a lot of time for level design in particular.
  2. Build an in game level editor for rapid testing.
  3. Get more familiar with the non-programming side of things. In particular: Learn how to sprite and learn how to make music.

That’s about it. I would be delighted if you try and rate my game. You can get it here.

LD23 Tools & Tech Survey

So far I’ve gotten 48 responses to my LD23 tools & tech survey. That means there’s only 1354 people left to fill it out. See it as a way to give props to the tools you love! Plus, data is cool!

Here’s the survey: http://tinyurl.com/ld23tools

Please tweet and post about it!

And here are the results so far.

 

Comments

dr_soda
25. Apr 2012 · 13:01 UTC
I haven’t yet posted a post mortem. Should I hold off on the survey until then?

Congratz !

Just a little test 😛

Time to Share the Love!

Another Ludum Dare done, and it is time to play, play, play games!

Since I have a much higher workload now than I had last time, I will have to control my time rating games. So the plan is to play 5 games from the “least rated” list, 5 from the “default” list, and then a couple from my “this looks interesting/someone asked me to rate this game” list every night. Every rating WILL get a comment, so if you want some comments on your game, I’d be happy to give it a fair shake!

To start things off, these are the games that I played yesterday and really left a good impression on me:

Pow! Pow! Pow! — As the name suggests, this is a very cute came. The authors really put a lot of effort in the design, and the game is visually very remarkable. The game (a platformer) is a bit on the hard side, though.

Tiny Religion — A game with an interface that is quite unique nowadays — verb name command line! This alone would merit a mention, but the game is also cute, and has an interesting premise. It does require a windows install, though.

Tiny Castle — Mindless fun! A giant boy with a giant-er sword storms through tiny pixelated villages, causing mayhem and destruction! Great game to kick back and relax.

Tiny Girl — An addictive shoot them up – rensponse is really quick, enemies come from everywhere, and the movement of the background makes the game very dynamic: action seems to be going really fast! (when I do a shooter I will certainly steal this idea.

Hope you like these games like I did, and see you again tomorrow!

Tags: game reviews, review

Post Compo Thoughts – What I have learned

Stick to one or two graphical themes. If you don’t have enough time to make all the graphics you want, then limit yourself so your worlds don’t look empty (like mine)

Don’t assume everybody knows whats going on. Make your rules apparent. And when the rules change, also make that apparent. For instance, I had a point in the game where you get a yellow arrow which was meant to give you the double jump ability, but some people didn’t realize this. I put the blame on my shoulders, I should have told them better. Granted, I made it so you couldn’t leave the room without using the double jump, but I should have said “HEY YOU GOT DOUBLE JUMP NOW!”

Make your games tight. Even now as I go back through my game, I can see where it would have been better if it were a little smaller and tighter.

I’ll have more thoughts as they come.

Reminder on competition rules

2. All game code and content must be created within the 48 hours. **

I’ve seen a few cases of added features and new art being added to games, PLEASE break those changes off into a post-compo version…it ain’t cool adding stuff while ratings are still going on.  Not going to call anyone out but you know who you are who’s doing this!

and…

If you can’t run this entry, please leave a comment saying so and explaining why. Do not score unrunnable entries.

I saw a twitter feed talking about rating games “1 star across the board” for not being web based…..seriously..not cool.

My first Ludum Dare entry

Haven’t really got time to post an update since the end of the compo. But here it is. I finished my first Ludum Dare and with that my first game.

Unfortunately I came 1 hour short to fix a crucial bug which would have allowed me to have multiple levels. Now it’s just one level and lasts for only 30 something seconds.

But hey, if it’s only 30 seconds long it means you can easily play it now right? 😉

Go and play it now!

 

I’ll try to post a real post mortem this weekend. For now back to judging work!

 

Our Little World, post-mortem

Every time I manage to pull through the 48 hours and end on the other end with something that doesn’t crash, I feel pretty good about myself.

Looking back at my prior work, it is clear to me that I’m gaining momentum in regards to workmanship and speed, but I’m still overly ambitious. If Our Little World is any indication, brilliant (… imo) gameplay concepts fall hard on lack of polish, both technical and abstract. I can live with a compo game having its glitches and oddities, but it should clearly communicate its message and play style. Our Little World did neither very clearly.

What was intended as light-hearted jab at religion became a mess of a non-descript, glitchy interface. I was averaging a feature every 80 minutes right up to the submission deadline, pumping without stop, but losing 24 hours to an optimistic implementation of a Bayesian network really dented my progress. I even considered switching to the jam to gain another day of work, but even I have more sense than to compete single-man against the talented teams who submitted works Monday.

With only a few days’ more work (and a competent artist), the game will be solid in its current design. Therein lies the true flaw. There is no inherent risk factor in the game. For one thing there’s no win condition, but the problem is more intricate than such. I wanted to create a game where you were forced to place the sides against each other. All too often you only see a true reward if you go to the extremes of “good” or “bad” (or the equivalent), and steadying in the narrow center is nothing but a hassle. I wanted to shift that paradigm, so to speak, forcing the player to constantly weight the power of mortal faith in you (empowering your godly abilities) with their self-reliance (which would enable them to move forward as a society). This requires an antagonistic element. Something that everyone is against, regardless of how pious they are. I had a massive backstory going in my mind as I was writing out the game concept, and the ultimate goal would be to allow humanity to raise itself to a demi-god-like status, capable off fending off unknowable terrors from beyond the veil. Now, the big picture works – you need to maximize humanities self-reliance, but doing so requires that you remain powerful enough to help them when they are in truly dire straits. But this only sees a long-term result, thousands of game cycles later, at the end times when the fruits of your labour are tested. The design direly needs a short-term risk-reward factor, which goes beyond the choices of punish/bless. They were intended as a power/wisdom tradeoff, granting the player greater power to affect the world as needed, but the consequences of procrastination were never explored. How greatly would society suffer if you sat idly by, testing their ability to overcome the Black Plague instead of granting them immunity? Even more importantly, how should this be expressed in game terms?

The best answer I have after this time is that the game requires more granularity. Instead of granting static structures boons or curses based on your immediate needs, I need three things:

  • Introduce single individuals to be the targets of wisdom buffs (give Newton the idea for gravity, jolt Graham Bell and let him make the first iPhone, etc). Furthermore, individuals have their own beliefs, so picking a mortal to bring forth the next leap in technology requires much forethought (you want the wealthy priest, who is almost guaranteed survival over the next few years, or the ambitious inventor, who may die with the next hunger epidemic?). A current effect that is very (too) subtle, is that trying to upgrade a building that has been punished or blessed quite often means that upgrades will take much longer time.
  • Let god powers be more free-form. They should be targeted more freely (single-target/AoE style) and have an effectiveness augmented by your current faith, total power and income. They also require more utility. I’m thinking rain powers to cause crops to grow and fires to be put out, or floods to cause havoc. Then move on to topological changes; land from the sea, natural dams to protect against invading hordes (or natural floods) and the like.
  • Genuine risk. With the current model, you would have to play through the entire (envisioned) game before seeing any real results. That’s not often enough for most players. This is also where I’m mostly stumped. What kind of short-term threat can you introduce that will force the player to manage their faith levels?

I guess the short-term end result for this post-mortem boils down to limiting ambitions. Ambitions are good. They’re great, even. Without them we’d be stumped. But we also need to know the limitations in order to get a proper end product.

I hope I can keep that sort of restraint on myself next time.

Tags: compo, journal, post-mortem, postmortem

Post Mortem #2

As it stands in the title, this is my second post mortem, and LD23 was my second Ludum Dare.

My first LD was #22. I learned a lot about rapid game development from it and could utilise that information/experience in #23.  The most significant success to me was the time using. This time I had the idea of the game ready in my head and didn’t have to spend time planning what to do whilst coding. Also, I picked an easy game to create. I was done with the basic game engine after 4 hours, and at the end of the first day I was almost done with the coding. I left level desing and a little graphics tweaking to the last day, so I didn’t have to hurry at any point. I even had time to watch The Good, the Bad and the Ugly for the gazillionth time.

What went right:

  • Time using!
  • I didn’t try to create anything too big, instead I created a working little game which I had time to polish
  •  Planning(?)

What went wrong:

  • I used an old game idea, so I didn’t come up with anything new
  • The theme was left in an bit questionable role 

Overall, I’m really happy what I came up with. Also, the whole community was awesome.

Timelapse

My entry

Update2: Timelapse video (first part)

Timelapse video (speed: 10x) – Work on my Virtual Machine and work on my new microgame Tiny World Adventure developed inside this new VM.

Check out my entry HERE.

Professional recording equipment

Another teaser for my post mortem cause I don’t have time for a longer text at the moment.

This is a pic of my totally professional recording equipment. It’s a simple gaming headset clamped on my accoustic guitar. I had some trouble not to let it fall off during recording. The pin for the guitar strap helped a lot.

Some people stated the music a tad repetitive. I take this as a good sign cause they seem to spend enough time to notice ;).

Btw, I have just recorded a second track for an eventual post-compo version of my game.

Try and Rate here!

Tags: audio, indie equipment

A Theft of Mass – Post Mortem

This was my first Ludum Dare attempt.  It was fun, educational, and extremely challenging.  Now that the dust has settled and we’re digging into all these submissions, I figure I’ll put together a couple of handy lists and maybe embed a picture at the bottom.  Honestly, it’s taken a couple of days to get back to a level of energy and motivation where such tasks are even possible.

Good Stuff:

  • I finished the game, it’s playable and beatable.
  • The graphics turned out ok, but Gimp did most of the work.  Seriously, it’s all gradients and maybe a blur filter here and there.
  • The idea didn’t fall apart, despite my best efforts.
  • Flash was generally cooperative, even though my proficiency with it borders on feces-slinging monkey.  At some point I might have accidentally typed, “To be or not to be?”

This is the real list though.  The lessons are within the failures and I must say that this was very educational.

Bad / Disappointing Stuff:

  • Ship control ended up being sluggish.  Rather than delegate stuff like this to box2d, I rolled my own physics.  This wasn’t a terrible thing and probably saved some time, but the thrust was so weak that stopping from a free-fall took almost a full screen height.  When I implemented it I was treating it like a lunar lander game.  I wanted that mechanic to be difficult, but it was difficult and slow, which quickly became frustrating.  Couple that with the next point and people start to throw things.  At me.  At my face.
  • Collision was very unforgiving.  If I would have taken the time to deflect the ship from collisions instead of letting you bury yourself into solid rock, it would have been a very different game.  Despite having a health bar and health to fill it, collisions are almost always fatal because you have to fully reverse your course to get out of the matter you’re colliding with.
  • Mouse handling was weird and it made the laser weird.  I’ve done a little bit of work in flash, but not a lot.  It seemed strange to me that I could get the position of the mouse from anywhere, but button state was a different story.  When I get around to polishing the game and fixing a bunch of this stuff up, I think I’ll do something like add an input layer over the whole thing to just track mouse states.
    The result was that the laser would sometimes fail to fire when it should have.  I suspect that my mouse event was getting eaten by the player sprite sometimes, and I tried to avoid a sqrt call in the frame loop so my distance calc lacks some precision.  Upgrading the laser helps a lot and so does holding down the mouse button and moving from block to block.  Once it’s down everything seems fine.  There were some games where this issue wasn’t even noticeable, but I could have also just gotten used to operating it a certain way.
  • The upgrades weren’t very well balanced.   By the time I started working on upgrades and resources, it was Sunday and I was rushing to get everything done by the deadline.  The laser and cargo upgrades were critical and I think the laser upgrade path was where it needed to be.  The rest were tuned according to average map resources to ensure that you couldn’t, or were at least extremely unlikely to spawn a game where not enough of a certain resource existed to complete the upgrade path.  Hull was practically useless for reasons mentioned above, and while I wanted fuel to be an issue, I didn’t want it to be as big of an issue as it is in traditional lander games.  You’re going to be mining after all, so sustained hovering is a necessity.  One fuel upgrade trivialized the mechanic.
    The finalized version will probably have thruster upgrades at least, I’m not entirely sure what I’ll do with fuel.  Hull was going to be necessary for certain depths but the UI and logic for that never made it in.
  • Sound and animations were not complete.  I think the lander concept of the game would have clicked with more people if the thruster firing was visible.  It also would have been pretty (Gimp->Filters->Game Effects for Idiots->Thruster Stuff).
    SFXR is awesome.  The older c/gtk build would quietly try to launch and then immediately die without an error.  Fortunately, I found as3SFXR and made enough audio content to get the point to celebrate a player’s death with clanking and explosions.  The explosion graphic probably looks similar to the one in Canyon Run, my warmup entry.  The ‘spark’ brush in Gimp is awesome.  I used it again but created more frames.
    I wanted to add engine noise, laser noise, block zap, and maybe some background music.  This did not happen.  The most significant issue here, besides content creation time, was sound looping and embedding with Flex.  As I understand it, MP3 files have an arbitrary padding at the start of the file and without a third party library, the Flex SDK does not embed WAV or OGG, or anything else.   Looped sounds were awful and I didn’t have time to write a sound wrapper to manage looping and ensure that the next play was advanced past the delay.

I think that’s about it.  Time was a huge factor (duh), but I really ended up having a pretty solid 24 hours to work with.  Friday I was exhausted from working on a car for two days straight.  By the time I got finished people were already several hours into their projects and hyped up on caffeine and dreams.  I was sore and shivering from fever chills due to rather dangerous and nasty sunburn.   Saturday I had a hard time coming up with an idea that used the theme and wasn’t overly ambitious.  I also went out to dinner and saw a play with my wife. Afterward she went out of her way to make sure I was tucked away inside a cozy little coding pocket, free from distractions for the rest of the weekend.  She’s pretty awesome.

Here’s the entry:

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=10893

A Theft of Mass - Upgrades

I was most pleased with the escape and ending sequence, so if you can suffer the sluggish navigation, beating the game takes about 15 minutes.

One last note, I have a couple of timelapse captures from early on, but I found that I was extremely self-conscious so after a few thousand silly mistakes I shut it down.  You don’t want to see that anyway.  If you’re convinced that you do, boot to a linux distro and open Gimp.  Next, open a console and type ‘nano’.  Stare at that for a while.  Done.

 

Time lapsed!

I made a timelapse for my LD entry, Shipwrecked!

I’m working on a play-through. Can anyone advice how to fit it in 15 mins? I have a 28 min (I didn’t expect my game to take so much time) video, should I increase its speed (can anyone advice a program to do it)? Or should I delete some parts?

Montezuma’s Tomb: timelapse

Below is the timelapse for my game: Montezuma’s tomb. If you havent seen it you can go here to play/rate it. If you have already seen it, or just want to play it, then I recommend the post-compo version 0.3 as I have fixed some jumping and inventory issues.  Although still difficult, it plays much better.

Tags: timelapse

And it started again and again…

Well, my Ludum Dare submission contains the whole message I wanted to send, so I’m happy with it. But it lacks a lot of gameplay and you play only for one minute before reaching the end, that’s obviously to short ! So here’s a release with many levels (in fact, infinite levels) and more challenges. I also added some features as a red flash when you’re hurt, some graphics changes so you can see best your player in the middle of the “cells crowd” and some tiny stuffs around.

Have a look and try it ! (it’s also accessible from the same link as the official jam release, just click on the “post compo release” on the bottom)

Tags: game, ld23, screenshot, unity, unity3d, update

The Whole World Likes Android apparently

Play Burning Platform!

Google Play gives a daily update on how many people download an app, and where they do it from. They have a number of other neat statistics as well. I’m amazed at how many different countries this game has been played in already, in just 3 days!

Have an Android phone or tablet? Play and rate Burning Platform!

Comments

arhpositive
25. Apr 2012 · 13:24 UTC
Just wanted to say the link you gave in the post redirects everyone to their own game. You might want to fix that. :)

Postmortem & Timelapse

I think the main purpose of timelapses is to stop you procrastinating, and it did a good job of that! I recall opening chrome and instinctively typing in ‘r’ to open reddit, except this time my mind slapped the tab shut pretty quickly. But in case people actually do care about watching them, then: http://youtu.be/ZaFF3E4xUqw

 

In any case, here’s the postmortem of my game Shoot Dem Asteroids:

It seems that every LD weekend I’m rather busy, and this week was no different! I think I spent about 3 or so hours working on my game on Saturday, but I spent maybe 18hrs on Sunday. One day I’ll get a clear schedule and do maybe a total of 40hrs dev, followed by my actual postmortem.

I previously entered LD22 and my main issues were that I couldn’t think up a game idea quickly, and I wasn’t prepared in terms of my code library. This time, after seeing the final theme list I decided that I was going to make a space game no matter what. But beyond this I didn’t really have any idea what kind of game I’d be making, just like last time… In fact, I spent about 75% of the development time just programming in planets, gravity, spaceships, asteroids and polishing them to no end. In the end I couldn’t think of anything, and I was running out of time, so I just made the asteroids damage the planet and called it done. I’m surprised people actually found it fun!

I will say that I’m generally happy with how my entry turned out. I like the spaceship controls, the weapon firing, and the graphics. I really wanted to make it so the aim of the game was to ram the asteroids to break them apart, and the gun would merely temporarily deflect them away from the planet, but I didn’t foresee a need to write such a script, and the only free alternative I could find wasn’t good enough.

What went right:

  • Unity – It’s awesome!
  • Theme – Anything that allows me to make space stuff is awesome!
  • My supporting library – This time it was fully written before the start of the compo. Last time I had to fix bugs as I was trying to make my game, not fun!
  • Time – I think I finished my game with over 1 hour left and didn’t particularly have to change much (though some people who played it would apparently heavily disagree)

 

What went wrong:

  • No game idea – I really should think up a few simple game ideas for each theme before the compo starts, I think I just drew a few planets and called that done
  • Too much AFK time!
  • Useful scripts – During the compo I had to write scripts to handle gravity, projectiles, and engine flames. I should have really anticipated my need for these and written a bunch, along with a script to fracture objects!

Sharing more love!

Today I played a few more of the games with low ratings, and did find some undiscovered gems!

* In Delusion — a very freaky adventure game. Not exactly my cup of tea, but those who like story-heavy games and gaming-as-art will certainly enjoy it.

* Simini — This is a city simulator game with a BIG twist: the entire screen is like less than 64×64 pixels. SO CUTE! I wish I could put this game on my phone, or something like that. The game play is quite relaxing too, even if rather simple.

*
Shrinkage
— A quite fun shooter, if rather easy. Has some good polish.

See you all tomorrow :-)

Tags: game reviews, review

5% done : favorites!

so far I played & rated about 70 games … which are mere 5% of the entries. this is incredible!

here are my favorites so far (in no particular order):

Tiny Visitor

such a charming style and classic gameplay. also a very good example for controlled color use

Gods Inc.

wonderful style and concept

Kumiho

this one blew me away. it eludes me how people can make such a polished thing in mere days
the amount of playtesting to get this result must be incredible

eat, sleep, work

a great concept and metaphor for modern life

ANT SURF HERO: THE SURFENING

one of the most solid games I’ve played at this LD

Tiny Wizard

this is one of my most favorite ones. I love everything about it – give it a try

A Super Mario Summary

one of the few games that already hyped even outside of ludum dare

Dwindling Worlds

not necessarily a game but a very surreal experience. something everyone should try out

Drop of Life

everyone who is interested in AI, computer science and philosophy knows the game of life – this is for you

Buggy, Tank and Missile Launcher!!!

possibly one of the games with the biggest commercial potential – I want a fleshed out version on my phone (and multiplayer)

 

and last but not least , check out my game: Asylum
(but give it some minutes to pull you into it’s world – it’s very twisted)

Tags: favorites

Comments

25. Apr 2012 · 17:01 UTC
Thanks for the list ! Had a lot of fun playing some of these games !
Shadow
27. Apr 2012 · 22:35 UTC
Glad to find our entry here : ) I’ve not done my official list of favourite games, but yours is definitely one of them. truly.

Tiny Tale: Postmortem

After a long day at work, I found out that writing a simple Post-Mort-em would definitely be a good idea:

Tiny Tale was made in 72 hours, something I didn’t believe myself as well. I was hoping to get at least some basic things done and work on it some other day but to my own surprise there was a complete game out within the time limit.

What went right:

  • Idea was there within the first 24 hours
  • I announced it at the forums for my team, they knew when the Ludum Dare would be
  • Had enough time to work on it, thou being sick doesn’t help the brain waves

What went wrong:

  • Taking too much time making graphics which I had to call people in to “remake” them
  • Being sick
  • DropBox didn’t push the last version correctly so some people played the incomplete game :(
  • Trying to use a scripting language and library that you don’t know too well.

Next time, no more JavaScript or HTML5 before I learn them properly.

In the end, I did manage to make a game, which I think is a good thing within the 72 hours the Jam has.

Till next time, August 20212

Team Aphelion signing off

Some recommandations, and some haikus

Ludum Dare Games are tiny and done under constraints.
And you know what else is tiny and done under constraints ? Haikus!

So I started to write haïkus about some games I played and I’m decided to write many more!

Unfortunately, the haikus are in french, because I am french. But if you don’t understand them, you still can click the links and play these awesome games :

 

 

Minilization

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=1163

Civilization

Étudié au microscope

Que d’agitation.

 

Gravity

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=11804

Le doux carillon

Est l’annonce d’une averse

Averse de cadavres.

 

Memento XII

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=2982

Les années perdues

Dans cette froide cellule

T’en souviendras-tu ?

 

(there’s more )

Little Knight’s Tiny World

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=4055

Petite planètes

Trop légère gravité

Attention les pieds !

 

There is a Picture

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=12109

Voici une image

Des astres, des objets

Voici une image.

 

Atom Planet

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=2081

Le petit prince

Découvre, casse et bricole

C’est un dinosaure.

 

A Super Mario Summary

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=608

Adieu Champignon

Mario restera petit

Et son monde aussi.

 

Ant Surf Hero : The surfening

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=3289

A dos de fourmi

Avec ou sans son fusil

On se sent petit

 

Synthesis

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=5431

Un peu de carbone

Une poignée d’hydrogène…

Zut ! Encore raté !

 

Real War

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=2280

Le sergent, l’enfant

et Nuprahtor tour à tour

tirent les ficelles.

 

By the way, I will also write a review about a LD game each day until the end of the ratings on my blog : http://oujevipo.fr

Comments

25. Apr 2012 · 16:43 UTC
The three links in the short version of the post are not working for me …
26. Apr 2012 · 04:39 UTC
Thanks for the haiku! 😀

ROCKET BOAT – Post Mortem

Satan might have had a hand in my game, but don't hold me to it.

So this is my second time participating, my first entry being the mediocre Splaser Strife. Since it was my second ludum dare, I wanted to make something with more thought put into it than the last, and that was a lot more original as a game concept. I think I succeeded, but there are still loads of places to improve on!

What went right:

  • Familiar with toolsets and frameworks used. Pxtone was the only unknown here, since I’ve only made a few things, but it came out alright!
  • Graphics, the style I chose for this actually turned out pretty well and was mostly consistent.
  • The physics. Though they are hard to control it really adds to the game’s comedic factor (and allows for some cool jumps!).
  • Particle effects, they look really nice. (but laggy)
MLG PRO

HOW THE WTF?!?

What went wrong:

  • I slept in on both days. That was a bad move which cost the game a few levels and a controls revision (which was probably crucial)
  • Performance – all the crazy particle effects kill older PCs.
  • Ran out of time, Title screen, end screens, lack of gameplay polish and few planets reflect that.

Middle Ground:

  • The music is super tonal, it sounds nice but it might be too extreme/get really repetitive since it’s only like 45 seconds. I’ll probably practice a lot more with music composition before next time.
  • Unclear idea, all I actually knew was that I wanted a boat and a planet. The rest was spur of the moment decisions.
  • Needs more enemies.

The submarine boss was designed at the last minute.

But again, I had a ton of fun participating in Ludum Dare this time, and I’m definitely going to to it again the next. It’s great to remind yourself that making games doesn’t have take as long as you give yourself.

Designing the planets was a lot of fun, especially the crystal planet. Although they’re simple, I tried to include specific jumps and terrain styles to give each planet its own distinct looks. If I make an extended release for flash sites, it’ll definitely have more planets.

So to conclude, I’m really happy with how my game turned out! And you guys should be too, I’ve seen some great things while voting. So here’s a link to the final thing:

http://www.ludumdare.com/compo/ludum-dare-23/?action=rate&uid=7339

If you beat it, or even if you don’t, please submit your score to the leaderboards. I would love to see how everyone’s doing.

Thanks!

Tondie and Zupe postmortem #1: process

[ postmortem #2 | Play the game ]

Many posts here give tips on how to succeed at Ludum Dare, but you know what? Lots of them contradict each other, and lots of them contradict my experience. Everyone’s ideal process is different. I know what works well for me, and that’s all any of us can know. The only way to learn how you can succeed at LD is to do it! But here’s what I know about my ideal process.

  • The shower is the best place to come up with ideas. I take a shower right after the theme is announced, and I have the gameplay figured out by the time I’m dry.
  • I develop on my underpowered desktop (1.6GHz single-core EeeBox). This ensures I have great performance. Getting 15fps for my game is great, because I know that means most people will get 60.
  • Who needs sleep? A few power naps throughout the weekend keeps me going.
  • Focus on your strengths if you want the best game possible right now. For me, that’s math, procedural animation, and story.
  • Focus on your weaknesses if you want feedback that helps you improve long-term. For me, that’s sound, music, and menu systems.
  • Cutting features is not necessarily a bad thing. It’s like editing a novel. If a feature doesn’t contribute to the gameplay experience, it shouldn’t be there. Just try to recognize it before you spend time on it.
  • There’s a great moment about halfway through when, in the course of testing features, you find yourself actually playing your game for the first time. It’s really motivating.

I’ve gotten lots of positive feedback so far, thanks! I’m really happy with my entry. I’ve come a long way since my first Ludum Dare.

Tags: postmortem

Comments

namuol
28. Apr 2012 · 00:03 UTC
I couldn’t agree more. This is only my first LD, but I did the exact same thing immediately after the theme was announced: sat on the toilet, then took a shower. I started coding 20 minutes later. Phew!
04. Aug 2013 · 04:56 UTC
Hello!

Just the 5’s

I wanted to keep track of the games that I really really liked from the compo and jam.  Those w/ 5 star appeal.

48-hour competition entries that I liked

Pogo Planet by ExciteMike

Really interesting game concept, need more games like this…

Teeming by Dobson

Pretty impressive for straight javascript.  Neat petri dish battle.  I have a soft spot in my heart for petri dish battles.

Face The Truth by Evgis

I couldn’t save the planet, but I had fun trying.

Stargazer by NAMKCOR

What can I say I’m a sucker for missile command.

 

Jam entries that I liked

Dude, wheres my planet by Zamando

Great graphics and sound and neat gameplay.  Excellent sense of style.

 SlimeABug by schattenkind.net team

Kill mobs then shapeshift into one and use their special ability to explore new territory.  Challenging and fun!

 

Bright Worlds postmortem, Part I – The Betrayal of Python/Pygame

ahem.

I love Ludum Dare!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Okay. Glad we got that out of the way. Now, let’s talk about my most recent game. Since I’m sure you all are raring to hear about it! I can see the look of intense excitement in your eyes. Good. Sit down in a nice comfy armchair and smoke one of these fine cigars while I tell you a tale of betrayal and rapscallion-ry.

Python. Python is one of my favorite languages. It’s just so easy to bust out code. It instantly alerts you to where any errors are. The code is so much shorter than equivalents in C++ or Java. There’s practically nothing wrong with it.

Or so I thought.

See, turns out Python is actually really slow. (‘What?!’ you exclaim from your armchair. ‘I had no idea!’) Generally, it doesn’t matter. Computers are usually fast enough to compensate for the approximate 30-50x slowdown that python entails, at least for 2D games. The last game I made, Escape Artist, for LD21, was written in python/pygame and it was zippy and smooth.

But what I didn’t anticipate was that the game I was making – Bright Worlds – was going to be really computationally expensive. Bright Worlds in a nutshell is a game involving light simulation. It has radial lights (they go in all directions) and directional lights (go in a single direction). (Incoming technical stuff – feel free to skip to the next paragraph if you don’t understand.) This means that for each light I need to raycast to every point on the map, then calculate the light delta values for that light, then sum up all the deltas across the whole map. This is an O(n^3) operation for those of you familiar with big-O notation. If you’re not, what I’m saying is: this takes a lot of time!

Long story short: Python could only handle about 2 lights on a scene before very visibly lagging.

That’s without doing anything else. I had a sweet particle system that I essentially dumped because python was just too darn slow.

It got even worse, though. From the comments that I’m seeing on my game, the game speed is all over the place. On windows, it runs really fast. On OSX, it’s pretty slow. Lag sucks, and I’m pretty sure that some people are getting a disappointing playing experience.

What a pain.

I love python, and I still do, but this was a huge disappointment.

I didn’t know this, and I couldn’t have anticipated it without actually coding out the game. In the future, I’ll use a faster language. Scala looks pretty promising, so I’ll probably buff up on Scala for the next LD. Another nice benefit of Scala – no porting worries.

Check out my game, and see how it runs for you. 

Honey Heist – 1st Ludum Dare

Our first Ludum Dare was a big success. While we made a lot of mistakes and didn’t get everything we wanted into the game, we sure did learn a lot. I’m planning on writing a postmortem soon to go into the details. For now, check out our game here.

 

Concept: This game is a mix of Metal Gear Solid and arcade style gameplay. You must avoid enemies, gather pollen and return it before your energy runs out. Pollen is your score and you must meet a minimum amount before the wave timer runs out. You can return to the honeycomb at any time to drop off pollen and recharge your energy, but you may run out of time if you waste it carelessly and return too often.

 

Thanks to all!

I´m very happy reading the comments of my game!. I didn´t expect this big welcome in my first ludumdare! :)

You can play and rate it on the next link (Thanks in advanced):

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=12649

Enjoy it!

Tags: adventure, enjoy it, PabloAM, rate, tiny world, Tiny World Adventure, vote

Bill in BSODia Post Mortem

tl;dr: Good: I made it. I learned a lot. Bad: XNA is not for jams, web is easiest to play. Ugly: I’ll be back.

This was my first Ludum Dare and the first I have ever made and released. I am proud, as I always wanted to make games, and finally found the courage to try and make one for real. I had my cherry popped after over many years of dreaming (I’m not an old fart yet, though). That was totally worth it! Even if it’s crap to you, to me it’s special: http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=10441. If you haven’t rated it – rate it, I’ll be happy to rate you back!

What went right?

  • Preparation: I read this book. You should read it too.
  • Sleep: I slept enough to be rested and productive during both days. The theme was announced at 3AM in my time zone, but I decided to sleep, instead of waiting for the theme. That was a good call. Sleep deprivation is really bad for your brain.
  • Tools and Technology: I used Visual Studio with ReSharper (VS without R# is crap, it’s a fact), programmed in C# / XNA, used GIMP for graphics, and BFXR for audio. By saying that GIMP went right I mean – I struggled a bit, but found my way around it. By saying BFXR was a good tool I mean that I’m deaf as a doorpost and I have managed to get some sound out of it. There is bad side to XNA which I’ll address below.
  • Source Control: I used a repository for my LD48 code. That gave me the comfort of having an off-site backup, and comfort of being able to screw up without risking losing all my work. Also, for free, I just needed to post a link to the repository and I was done with publishing the source code.
  • Focus and Motivation: Most of the time I was focused on creating the game, and limited distractions to the minimum. On the first day I blogged about my progress a bit, logged on to IRC for a second, tweeted, followed others’s progress, etc. I had a longer lunch break and ate out. On the second day I was more focused, never got on IRC, ate at home, stayed away from Twitter and from blogging. This helped me to get into the “zone” ans stay there.
  • Time Lapse: This deserves to be put in bold and all caps: RECORD A TIME LAPSE, IT HELPS YOU COMPLETE A GAME. There. Now that I have your attention, let me explain. First of all, you have a “I’m being watched” syndrome and you focus on the game, as you know… Your private chats, and messing around the internet are going to be recorded. So you don’t do that. (To be fair, I have to admit that I cheated, as I recorded only a single monitor in my time lapse). But the other, and probably more important part is – when you watch your time lapse, you can see how much time you have wasted on doing stuff that you didn’t really need. That’s a great resource, for you, and for others as well. More on this below.
  • No Livestream: Initially I toyed with the idea of live streaming, but decided against it. First of all – I figured it doesn’t serve any purpose that a time lapse does. Second of all – it eats a lot of your resources and your system is a bit less stable. During the coding, last thing you want to see is this:
  • Unless you’re me… BSOD intro: this definitely went well. I think I spent about 3 hours making it right and aligning all the pixels. But it felt great to read all the positive comments about it. Being a crap game designer, this intro was my transition into the Tiny World theme, and something that was supposed to grab my player’s attention. It also allowed me to justify using…
  • Isometric graphics: I have declared a voxel engineI could use, but that would feel like yet another Minecraft. I wanted to get out of my comfort zone, and wanted to actually create some graphics. People say that the graphics looked “polished”. I think any real graphic artist would have done a better job. I’m satisfied with the graphics, because they’re consistent…
  • … and Humorous: I figured, if I’m not a game designer (yet) ;), I can’t make a good game in 48 hours. I’ll try and at least make some people laugh. So, William and Steephenshould be quite familiar:
  • The Little Things: Can’t draw? Don’t have an idea for eye candy? Particles are the answer! Made a 2D game, but it makes sense to add a third dimension? Draw some shadows!
  • Little Differences in Mob “AI”:
    I had 4 different behaviors for the mobs. Too bad level design didn’t give them a chance to show. More on this below.
  • And last, but not least: I MADE IT!
What went wrong?
  • Tools and Technology. If you think you’re having a deja vu, don’t worry. You’re not having it. XNA is great for getting results quickly. It is hack-friendly (or rather proper-architecture-unfriendly). It has a content pipeline that just works. It is sh*t when it comes to publishing to non-Windows. Cost: lost Linux and Mac players. Hint: learn and use web-friendly technology for the jam.
  • No Code Reused: I have declared my library, but I have managed to reuse only 8 lines of it. I didn’t have anything for simple 2D / isometric graphics. A voxel engine and a working HUD system weren’t of much use for my game. Cost: “Crap. Oh well”.
  • Scrapped Content: Having no experience in creating games, I wasn’t really sure what to do. My first tile set was too complicated. I used 6 parts to create a “vertically scalable” block, not really having a solid idea how do I want my game to look like. I scrapped this, and created just a single sprite to display a block. That worked perfectly, and allowed me to draw cracked blocks quickly. My audio – I have created some sounds on the first day, but ended up with re-creating all sounds on day 2, as I forgot to use them, and disliked them. I wanted to make all the pixels/blocks distinguishable during the transition from 2D to isometric. I failed. Total Cost: about 4 hours. Hint: if you’re a coder, create sound effects only when you’re about to plug them into your code, not earlier. If you’re not an artist, don’t create content that you’re don’t need yet!
  • No Music. Well. It hurts less because most of the games didn’t have any music. Cost: less fulfillment.
  • Bugs and Glitches: the game crashes when you run off the map. It would take 2 minutes to fix this. There are some minor graphic glitches with tiles overlapping the other sprites. There is a problem with alpha blending not working the way I wanted for the explosions. Cost: if you haven’t noticed these, it’s just my pride.
  • LEVEL DESIGN: It is sh*t with a capital SH*T. The game feels empty, there are no enemies, and the level is just too big. I haven’t implemented any spawners, only the main boss spawned a random mob periodically. There were too many weapons and too much ammo. I cut too many shortcuts implementing the map. It ended up as a maze game with elements of shooting and jump-to-cheat feature. I had the level implemented as a PNG file with predefined colors meaning different things. It would take 15 minutes to make the level design a lot better. Another 15 minutes or so to implement mob spawners with some ugly copy-pasta from my Boss class. Cost:a lot of playability and fun was lost. I have to confess, I was tempted to cheat and update the level design after the release, but I <3 U all too much to do this to you. I could probably submit my game into the Jam, not into 48 hour compo, and have a lot better level design and more polish.

Lessons learned:

  • Know Your Audience: develop for web, if you can, or at least have build scripts for multiple platforms.
  • Know Your Tools: practice pixel art with GIMP – pixels are good for most of jam games. Learn what the sliders do in BFXR.
  • Have a 2D Engine You’re Familiar With: Why? Bad 3D art is… Well… Just bad 3D art. Bad 2D art is something that your players can fill with their imaginations.
  • Focus on The Gameplay before Focusing on The Eye Candy: I spent my time making the particles and shadows pretty. I should have made my level more enjoyable instead.

Ludum Dare was the best creative rush I’ve had in a long time! I enjoyed playing a lot of your games already, and I’m happy when I see that someone has rated my game. Even if it ends up on the very bottom of the list, it will still be unique – as it’s on THE list. I am definitely going to participate in the next one, and will look around if there are any other events that I could join. I am also motivated to learn Stencyl, and release a couple of small games to the world.

I’ve had a great time, and will have even more playing your games.

Play mine! :)

Tags: postmortem

Space Timelapse! In Space!

This is me being in what I call “oh shit”-mode for two days. Surprisingly, I think I even smile one or two times.

 

-Matthew

Comments

25. Apr 2012 · 18:44 UTC
You were on twitter a lot :) haha and I think I saw one of my Ludum Dare web posts while you were surfing the site.

Playing LD23 Games Live, Share your Games

Join me on my stream right now, as I talk and play game from the Ludum Dare 23 (day 2) . Share your stories with me! Share your games! (I had such a fun time yesterday.) Let’s all relax and have a good time.

Things I’d Like to Fix in subAtomic

Note: If you haven’t already played our kooky adventure game subAtomic, please go here and check it out! We think it’s brill.

subAtomic Screenshot

But I NEED to go through - that's where the game is!

At the time of writing, subAtomic has received 43 ratings, which is way more than I expected (I barely got over 10 with my last entry). If the ratings are as good as the comments people have left, I’m pretty confident we might actually be able to show up somewhere notable on the final results! Not that Ludum Dare is really about that.* Incidentally, thanks muchly to everyone who has expressed their joy at having played the game. It’s good to know that the jokes don’t just sound funny while they’re bouncing around inside my head, and I’ll definitely be doing more adventure game stuff in the future.

Shameless plug: If you want to keep up-to-date with what I’m doing, make sure to follow me on Twitter (@GameDevIdeas).

But how would I change subAtomic, given the chance? I’m sure my dev-buddy Dave has his own ideas for improving the character animations, but here’s my two-pence:

  • Full voice-acting
    Yeah, for every character, in a separate (optional) voice pack file. I’m not 100% sure about adding this, as I’m a bit worried that the voices I record could never be as amusing as the ones people come up with in their heads. I’d love to hear your thoughts on the matter!
  • More variety in music
    I didn’t really take much time over the music; I just wanted something in there other than deathly silence. As a first attempt, I just sort of whacked my face onto the keyboard a few times in FL Studio and saved what came out. I like that the tracks all sort of feel like they fit together (thanks to using the same instruments), but I do wish they were a bit longer/more varied. I hate hearing loops.
  • Saving/Loading
    So AGS has save/load features built in. They’re right there, in the game. Right now. You just can’t use ‘em. I’d like to turn them back on and shoehorn a GUI on top.
  • A GUI
    Yeah, it was meant to have one but we just didn’t have time. You didn’t seriously think we were sadistic enough to deliberately on-purpose no-kidding release a game that has no GUI, did you?
    The game needs a simple help screen and a button to click if you want to quit, at the very least.
  • Some major code re-writing
    If you could see the AGS script for the last few scenes of the game, your brain would probably scream for mercy, do a backflip and die outright. By the time I wrote it, I was tired, hungry and smelly. I’d like to re-write it so it doesn’t make my vision go fuzzy when I try to understand it.
  • Re-make the title screen
    This was totally my fault. I forgot that it’s pretty difficult to get AGS to rotate a sprite (without delving too deeply into the more complex graphical scripting capabilities), and as a result really regretted putting a FRIGGIN’ CURVED HILL on the title screen of the game. If seeing the car make its way over it made you cringe, don’t worry. You are not alone.
  • Add an extra warning before you stand there and get nuked
    SPOILER ALERT SPOILER ALERT SPOILER ALERT SPOILER ALERT SPOILER ALERT SPOILER ALERT SPOILER ALERT
    I’d say 50% of new players choose the option to just stand there and get nuked, expecting it not to work. It works. They do a sadface. Now I’m all for player choice, but I’d like to at least give them one extra chance to say ‘oh, crap. This is actually going to let me do this.’
  • Misc. rewriting
    This is scraping the bottom of the ideas-barrel somewhat, but there are a few bits of dialogue that I’m not properly happy with. I’d like a chance to go and smooth over the rough spots with 400-grit sandpaper of love. Lovepaper, if you will.

“Okay Murray,” I hear you saying cynically, “it’s all very well posting a wishlist, but what are you actually going to DO about it?” Well. Provided I have the time to spare (I will) and reception of the game has been good (it has), I’m hoping to release a… SPECIAL EDITION!

That’s right, folks, for just an extra £0.00 you could find yourself the proud owner of a brand-spanking new copy of subAtomic, replete with gobsmackingly awesome new content and features! Now wouldn’t that be something?

* Okay, it is a bit about that. No-one really enters Ludum Dare without at least a little bit of them going ‘WOOO! YEAH! LET’S GET ONTO THOSE MOTHERFLIPPING SCOREBOARDS!’. Unless that is just me. Which would be worrying.

Post-Mortem: Mayor vs Aliens

Wow, what a weekend! This was my second Ludum Dare, and it was awesome (as expected). I already rated 50 games, and some of them are amazing! I want to congratulate you all for making and finishing a game. Finishing a game is hard, and you did it!

Allright, enough about you, let’s talk about me! (Hmm.. that doesn’t sound very nice). Anyways, I made a game as well. And to be fair, I think this is one of the best games I have ever made. I’m really happy with it, and of course it has some flaws, but I’m gonna change those in the future. Now, let’s start the post-mortem!

 

What went right?

Coming up with an idea – I have no idea how I got this idea, the whole story and gameplay  just popped up in my head.

Making graphics – This went so much better than expected, I really underestimated my own pixelart skills!

Programming the game properly – Maybe not the way of coding the game, but how I placed my codes and named my variables.

Finishing the game – That is always something good, right?

 

What went wrong?

Bugs! So many bugs! – I had some serious bugs, but there was the IRC chat that helped me out of the trouble! Thank you IRC ♥

Balancing the game – And I mean this programming based.  I needed a formula that makes the monsters spawn more quickly / more at once. SLiV helped me with this, thanks!

It all went too easy, so I was slacking off – I didn’t had much of a big game. Since it’s a small arcade game, it wasn’t much work. Because of this I took things too easy, and slowed myself down instead of working with the full 100%

Creating music – I suck at creating music. Thank god the “random 8-bit music maker code” showed up. It really helped me a lot, and I’m going to use it more in the future!

 

 

I hope you all enjoyed this Ludum Dare as much as I did! Can’t wait for next Ludum Dare to make an even more awesomer game!

 

Click here to play the game!

 

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=5959

Comments

Suese
25. Apr 2012 · 21:16 UTC
Good post-mortem. I find getting on camera and explaining things to the camera helps focus me and keep me on track and not hitting up facebook like a crack-pipe, etc.

First LD, Celluloid as my game.

So this was my first Ludum Dare, and it was great. Except that the time was running out a lot for me, you know, family and stuff (i’m minor). For sure this LD was a amazing experience, when we had to vote the theme I was happy because most of themes was great, like Evolution, Space, etc. At first, Tiny World wasn’t very clear, I mean, if I do with cells, cell would be tiny compared to their environement, and make a giant creature will just set a tiny world to it subjective view…

Finally, let’s make some cells !

 

 

What went right ?

Hopefully, programming was awesome, I had my own 2D engine, this helped me a lot, and I had to upgrade it to fit to the game.

The idea ! My game is like Asteroids but it is in a human body, cells and viruses, making a Shoot’em up was obvious, even before the theme announcing, I always wanted to do that. And, magic apeared, cell can divide themselves, THE argument to break them with a medicinal spaceship, like asteroids.

When I realized that I had not to write a “campaign” mode :p

 

What went wrong ?

For sure, the graphics, I’m not a designer or something like that, I mostly know how to use Paint.NET, but,  making cells in low res was the limit.

                             

And, I’m not really proud of it, but, I used cheese to make this :

That’s awkward.

But I’m quite happy with my spaceship :

 

– It’s very basic I know but I find this good

And also, I used AutoIt as programming language, unfornately, it wasn’t really made to make games, my engine try to use 100% of the language power.

What my engine can do ? (will be released soon)

It can display more than 250 animated sprites at the same time, with almost 50fps.

It handles :

  • Basic physics (Inertia, Speed, Mass, Collisions and other energies and forces)
  • Toggle debug mode, add lines to represent vectors, collisions :
  • Objects (basic objects, they are arrays)
  • HUD text, fonts, sound… AND MUCH !

 

Conclusion

It was a good LD, so thanks for reading and i hope you will test and rate my game !

Here : http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=7294

 

BamSquitch – Post Mortem

This entry was quite interesting honestly. At first I was excited to enter, then I realised how piled with work I was, but when the theme was announced, I went back to sleep thinking “Nah, Tiny World is hard…” but I couldn’t sleep after that, so I thought more about it.

Then Bamsquitch.

It pretty much lived up to my expectation minus a few little features, but it still had what I wanted.

It was surprising how easy it was compared to previous Ludum Dares, but it was definitely more fun.

I would definitely like to refine the game a bit, especially since quite a few people enjoyed it, minus a few things, which are easily fixable with more time to come up with ideas.

I was a bit gutted that Livestream decided to be a CPU hog, and in the end I couldn’t record everything, but hey ho. Maybe I’ll do a time lapse next time?

In any case, I had fun this time, and people liked it, and I learned that rating everyone else helps get me known, which I should have realized sooner.

’til next time!

Naos – LD23, A post-mortem. Crosspost with wordpress

Crosspost with my wordpress – seagaia.wordpress.com

 

This past weekend I made a game, “Naos”, for Ludum Dare 23, around the theme “Tiny World”. If you haven’t played Naos yet, you should do so now, the blog post will make more sense.

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=7853

The sound.

Aesthetics were very important for me in this jam game. So I tried to pick carefully what kind of music I wanted to write. The game wasn’t supposed to represent a wholly realistic thing, so the music sort of reflects that in a haunting/minimal way (the organ-like house loop, the chime-like thing in the forest). The more action-like piece at the cliff helps to show that there is some action going on there (i ended up redoing this one the most…). As for the intro/ending thing…I couldn’t really think of a fitting melody, so I added some fancy-ass white noise that I thought fit.

I like the chimes piece the most, and would like to expand upon that. I feel like part of it was definitely influenced by listening to the Fez OST ( http://disasterpeace.com/ )way too much over the weekend – especially with the bitcrushing it uses, which I felt I may have overused in a place or two. Two pieces in particular I found salient were Spirit and Nature.

https://player.soundcloud.com/player.swf?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F44156155 Seagaia – Songs from Naos (Ludum Dare 23) by seagaia

Graphics style…WHY? MY EYES!

Admittedly the game’s blur was a bit much. I did think it suited the quiet/haunting/ethereal-esque nature of the game, though. I wanted to try the scribbly style. Spending more time would have of course improved…well, everything. In a normal setting they wouldn’t be that rushed, I’d use a tablet, etc. Right now, it looks just good enough to not seem completely sloppy. (But is, still, of course, sloppy :P )

I was playing a lot with BitmapData objects in AS3 (surprisingly for the first time…why? I don’t know…but now I’ve got a level of comfort). They more or less represent what will be drawn to screen. And you can do interesting things like pull out certain color channels, transform them, and superimpose them on the original graphic. Or, you can blur things at different levels. The way I did blurring wasn’t ideal, I surely could come up with a more plug-and-play way of doing it, rather than the somewhat terrible way I have now (at least it’s organized terribly), which was to copy the sprite’s data, and keep some external data that determines how much to blur it – essentially, I have a copy of the data – I copy it to the displayed sprite, blur it, draw that to the screen, etc. The same idea goes for the color offsets. I played around until it looked okay.

I also played with a new logo for Seagaia today. It shows up on the intro screen. I like it. It’s a bit of a rip-off from. It was fun to make, at least the top part. There’s this nice thing in GIMP where you can copy and paste every other row, and then you make it a bit transparent, modify it a bit and superimpose it to get this neat shadow-y effect.

oh so how was the coding

Straightforward for the most part. Every room was a different state, with its own events and so forth.

Became an ugly mess near the end with the event coding since I haven’t figured out a nice way to do events with flixel yet…want to definitely figure that out. I’ve been asking around a bit, but not much in the way of detailed cutscenes. x_x

Since I already talked about the graphics coding, the only really interesting aspect was the events. How do they work? Well, for one, it helps to draw a tree of your dependencies with state variables. For example, “E_CLIFF_2″ represents the 2nd cliff cutscene, “DRAWING_1_DONE” represents finishing the second drawing. And so every iteration of the game loop, depending on what screen we’re in, we check to see if we need to start an event. Essentially, events just freeze character controls, and wait for some condition (my player’s x being at some point, pressing x to advance text) to occur. Each event has an “event_pos” variable that is incremented when that condition is true, bringing the event to the next part (text, movement, whatever).

While this method works for a game jam, it doesn’t really scale well (see the other game I’m making) when it comes to moving many sprites that you don’t want to have to hard code into the game…and it’s a bit hard on the coder with the repetitive switch statements (see.https://github.com/SeanHogan/seagaiald23/blob/master/src/CliffState.as JEEZUS.)

An interesting bug resulting from this was that I didn’t nest one of the “if you press x increment the event counter” things deep enough, so if a player pressed X before they should have on the forest screen, you would be frozen when you actually pressed X over the right thing. Thanks to my friend Runnan for showing me that issue…gah!

One way this could have been done better is to have only checked for events once upon entering a screen, or have had some single “an event happened” variable to be checked, rather than all of these conditions on every iteration of the game loop. While this is okay because performance didn’t really become an issue here, it would be something to think about in some sort of later implementation.

so what the hell was this about?

it’s a secret! well, a few people have messaged me on NG about it, surprisingly. My interpretation of it is more or less solidified, but it’s interesting to see other people’s takes on it as well. In lieu of not looking all pretentious, i won’t write about it here. but if you’d like to know, shoot me a message.

that’s all for now.

if you found this interesting, you should follow me on twitter . http://www.twitter.com/seagaia2

Tags: art, design, ld23, music, naos, postmortem, seagaia

7 new Level for Save your folks or just dont!

Alright here are a couple of new levels for Syfon!

 

http://www.ilikescifi.com/games/ludumdare/SYF.html

(i think it´s the old link you guys know already)

Thx for the great feedback! I will work on some minimal explosion action improvements on the next days whenever i have time.

 

Have a good one!!

 

Jot

Comments

25. Apr 2012 · 21:55 UTC
Very nice, thanks! It’s a fun game. But make sure the version on your entry page is the originally submitted one, because thats what people are supposed to be voting on. Post-compo work should not influence the voting, because that would defeat the purpose of the 48-hour-compo.
07. May 2012 · 07:14 UTC
Hi. Sorry for my late answer. I changed the file back to the old 8 level file. Thx for your advise!

The web version of my game is available

I had some problems to make it work but after some technical optimizations I can propose you now an html 5 version of Tiny Galaxy.

It may be simpler than the java one for some to test.

I kept the exact gameplay (with its flaws) and there is a small problem with music loop. but that’s all.

Please comment 😀 http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=11818

An Android version is in preparation too!

Failed LD23

Even if I’m finally out of the contest, I was in this week-end.

I worked saturday and sunday night (my time zone) but I failed to finished a playable game :/
Because it makes me very sad I would like to share an enhanced version of the incomplete game here

Congratulations to all!

 

Tags: craftyjs, html5

Comments

25. Apr 2012 · 21:31 UTC
Don’t be sad! Even in the incomplete version, you have the basics of a game that can be improved into a more full version. The idea is there, the graphics are there, the start of the game logic is there. And it only took you a couple days. That’s awesome. There are plenty of people thinking, right now, about how cool it would be to make their own game. You’re a lot closer to that than most of them ever will be. And that’s awesome.
Floriaen
26. Apr 2012 · 17:43 UTC
Yes you are right, but you know, mood is mood.

Thank you :p

3 Pretty Sweet Games

After rating 21 games (most likely none of them yours), here’s a 3 games that I especially enjoyed playing:

Full Circuit – JMRante

This game has an interesting concept – your goal is to push wires around the innards of a planet to complete a circuit. This sounds easy, but the levels are cleverly designed so that a lot of forethought has to be put into each movement to succeed (in fact, the game punishes you quite severely for bad moves) and so that many moves have to take place in tight spaces. The graphics are distinctive and fairly stylized, but look very nice in the game and clearly illustrate each block’s function.

Subatomica – SFBTom

The visual appeal of this game is immediately obvious. Beyond the sleek graphics is a fun little game. The game takes place in the subatomic world, with various charged particles. You only have one control, which is to change your own charge, causing you to be attracted or repelled from the other particles in the level. The game is fairly short, but displays a good range of levels in that time and challenges the player to complete them quickly.

No Space – Jeremisa

You play as an astronaut stuck on a ship whose computer is refusing to return you to Earth. Most of the gameplay happens on various planets where you can gather resources using a clever system involving conveyors. There is some time pressure, since you can run out of oxygen, but the large constraint is how much energy you have – if you deplete it, you won’t be able to leave the planet and you’ll die. It takes a few failures to get used to the game, but it’s pretty fun afterwards. Additionally, the game effectively conveys the mood of being trapped and is, overall, polished.

(Also, for those of you not opposed to the good ol’ shameless self promotion at the end of a post, I made a game involving rogue planets, an astronaut, and survival)

Tags: cool games

TinyBot – post mortem

So many ideas, so little time! I messed up in some decisions, but don’t get me wrong. Being the first time I ever got into game development competition with little time to make something, I thought the end result was pretty good.

What went wrong: The first thing that comes to mind is how I unnecessarily made big graphics. That alone took me many hours where I could’ve spent on more levels, polish, features and bug fixing. Just look at all the great games with simple graphics! Sure higher resolution graphics are better, but only when you have enough time or a talented artist to make it fast. Also, having to draw with a crappy wacom bamboo tablet didn’t help! (NO! you CAN’T make straight lines with it) Totally unexpected handmade bugs/glitches by demons from the deepest hell pits attacked my code. It ripped out at least a couple of levels from the game. That’s my fault though, thinking my engine was great due to the ‘wonderful’ tests I made. The lack of tutorial hindered the gameplay experience for some players! I assumed it being a simple 2d platformer players would easily get the controls so I didn’t give it any priority. But certain complaints popped up and I’m sure it was because they didn’t know they could shoot upwards.

What went right: Pretty much everything else went as planned. No issues with the tools used. And having my girlfriend support me during the weekend was superb! Not only did she make the music and sfx without any previous experience(drum circle, sfxr, audacity) she also saved me time by providing and preparing all the food, making me only stop strictly for eating. Made me feel like a king! I have the best girlfriend in the world 😀

I’ve played quite a few games so far and wow! It’s amazing what people do with just a couple of days! Now back to playing and voting! That’s about it. It was fun and quite a experience. I hope to enter more competitions in the future!

Comments

salsa
28. Apr 2012 · 19:38 UTC
Great game, guy! Good graphics and the backgrounds are so amazing!

You have future in the games world.

Creative Takes on the Theme?

Many of our games (including my own) took the theme in one of a couple directions: you’re in space, you’re in a game with space restrictions (a platformer with small levels, a game on an island, etc), or you’re a bug/microbe of some kind. That’s inevitable given we all used the same theme, and there’s nothing wrong with that, and many of those games are awesome, fun, and creative despite sharing similarities.

But I just played spectrumTrap by sugarlollipop (http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=12988), and she took the theme in an entirely different direction. It’s not exactly a game, but I love the creative twist on the theme. It was really refreshing after playing different versions of similar games for the past few days.

So, has anybody else come across a game they thought did something creative with the theme? I’d love to play more of them, but I don’t know how to search for them amongst the masses. Weird games, non-games, whatever. I’m not looking for games that ignored the theme, but took the theme and did something different with it.

Comments

25. Apr 2012 · 23:53 UTC
I enjoyed that game! I wish I would have gone in a direction using a small town (a hometown) as a tiny world, or a deadend life or something, but I just wasn’t feeling the creative juices.
Milo
26. Apr 2012 · 01:00 UTC
At the start of the dare, I had the idea of doing something based on Milgram’s small world experiment and the idea of six degrees of separation. So, doing stuff on social networks. I couldn’t figure out how to turn that into a game though…
ekunkeo
26. Apr 2012 · 03:18 UTC
going to plug ours because its relevant and would loved to get more people to play it as we all do :3
dr_soda
26. Apr 2012 · 04:06 UTC
KevinWorkman : That small town idea was actually one of the first things I thought of for the compo, but wasn’t sure how to translate it into a fun game. I’m sure there’s something to it.

Post-Mortem: Epic Robot Battle for Territory

Hello, everybody. My name is Wallace Morais, a.k.a. Wakko, and I want to talk about the development of my Ludum Dare 23 game ERBT.

You can play/rate/coment here (and please, do it: I´ll explain later)
http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=6116

As you can see, I made simple graphics and a simple gameplay to control two chars, and made two planets too, just to set more victory possibilities. Also I put itens like Mines and square beans. No sound, unfortunately. It´s because my 48 hour to Ludum Dare turn into 24h. I worked on sunday.

But I really enjoy the results, yesterday my friend @sharbelfs send to me a game called Ra Ra. A simple planet battle (simplier, but finished at all). And I really love it. Love it so much that I think: why I not finish my game?

Well, I ´ll talk now about the development, and I wanna conclude if the game is good enough to finish and release in some Kongregate, or not.

 

What went right?

 

A simple and addicting idea. Every tester enjoy the game a little, the items and the humor it´s a differential.

The platform, I love work on flash, so the development fluid easily.

The graphics (at least the inicial ones). I like the idea of “square world”, “square people” and something.

The gameplay, because one of the idea it´s stimulate the competition with two players close.

The concept and the design, because the initial idea are huge, and I cut a little here, a little there, and got the game finished.

The game run. That´s a achievment. :)

 

What went wrong?

 

Wakko VS The World: Saturday the brazilian internet service NET just stop and I lost my connection. (thank you, NET). Sunday and even monday the internet was off.
[ How you send the game? ] In my work on sunday. I just do a little better graphics, a menu explanation on sunday and send the game.

Let me be clear that´s not a excuse to not finish the game entirelly. But i like the results.

Sooo simplier controls: they have a little problem, with the colisions,  with the laser physics, the fact the Mine explode only the planet, not the robot… some minor mistakes that affect the gameplay.

Not time to music and story, the history of the game I made in… I don´t know… 30 minutes, I think? It´s fun, but I really want make better graphics to generate a better ambient to the players.

What could be better?

I don´t know if Imust slept less, I participated of Global Game Jam two times, and in this two times I never finish a game, and never slept well. This time I took care of my healty, but I don´t know if this affects me better or worst. (that´s kind of sensation I feel beacause I had a short time, I think).
Anyways, my doubt is: Do you think I have finish my game?

Thank you very much, see ya guys!

 @stigmawall

A quick question!

Are tweaks to entries that are purely for performance allowed after submission? Or is that a no no? I seem to recall being allowed to make performance tweaks last time, but I’m not sure.

Comments

25. Apr 2012 · 23:00 UTC
I don’t think so. If people did it last time, they probably weren’t supposed to. It’s mostly on the honor system anyway, but I think it’s most fair to freeze all development after submission.
26. Apr 2012 · 00:23 UTC
Allowed after the compo ends is fixing of fatal crash bugs that render the game unplayable (to some people) and the porting to different platforms. Performance tweaks are crossing the line, IMO.
26. Apr 2012 · 00:35 UTC
Just add a link to a “post-compo” version.
brenthamel
26. Apr 2012 · 04:31 UTC
Sounds good to me, thanks everyone!
Evil Cult
26. Apr 2012 · 05:38 UTC
My personal thoughts would be to fix it if it is game breakingly bad (ie. performance slows to unplayable frame rates or game freezes briefly), but not if all you’re doing is tweaking an already playable game.

A Real Lu-dummy

Alrighty, as those of you who have already played my game likely noticed, I made a lot of dumb design decisions. It was slow, hard to understand, and dumb.

I fixed some things, a preview:

As you can see:

  • Not nearly as slow.
  • The camera doesn’t move like it’s having a seizure cuz’ it doesn’t move at all.
  • You can’t birth children into the vastness of space as firing is now done by clicking on the target planet.
  • It only takes one click to empty the correct amount of dudes/dudettes to fill a planet, no more guessing.

I don’t expect you to rate based on this version as it was submitted way after the deadline, but if you play the original and think it’s dumb (it is) the fixed version my clear things up and be an overall more enjoyable experience. If there is stuff that still doesn’t make sense or you don’t like, feel free to comment and I’ll try to fix those too. Thanks :)

The obligatory post-mortem

Play the game

What went right

I got plenty of sleep before I started. The start time was 2am for me, so I went to bed about 9:30 pm and got up at 5am. A good nights sleep and I got to start only 3 hours in. I had good food throughout, kept hydrated and I left the computer for a lot of time when thinking things through so I felt good, rested and comfortable while I was working.

I had the idea that became my game very quickly and was able to think out where I could take it before I actually got sat down to code. I used the same editor and debugging tools (Chrome developer tools) that I would use on  a normal work day, and I had been doing a fair amount of HTML5/canvas work recently too so I was very comfortable turning my idea into a quick prototype and didn’t get bogged down in bug fixing or trying to work out how to do complicated things. Even the (limited) sound effects were easy to create and use, probably taking no more than 25 minutes for the lot including hooking them into the game.

Most importantly for my confidence, I had something that looked like a game, with enemies, a core mechanic, losing conditions, sounds, title screen, game over screen, etc. long before the first day was over. I knew I had something to submit and so I could go out on a limb and experiment on day two.

What went wrong

Unfortunately, I actually thought my idea sucked for most of the weekend. While the idea came to me within half an hour of waking up it took me a good 5 hours longer to commit myself to making it because I was desperately trying to think of something better.

Of course, I only got that 5 hours thinking time because I didn’t really have the weekend free. Some 12 hours of the weekend were spent playing with my son or helping my wife. It was nice not to be stuck at the computer all weekend, and it did give me plenty of time to reflect on what I wanted to do and get a bit of perspective, but I still think I’d have made a better game if that time could have been invested in directly making it.

Being in a safe position at the start of day two, I INTENDED to go all out on adding extra features, working on the graphics, adding music, etc. However, I found that now that I knew I could submit what I had, combined with the fact I thought my idea was basically bad, I couldn’t really motivate myself to do anything big and instead spent the time tweaking things back and forth. Ultimately I stopped working on it altogether several hours before the deadline.

And while, looking back on it, I can see that my idea wasn’t all that bad after all, the overall game experience is marred by the difficulty being poorly balanced. At the end of the first day people said it was too hard, but after I dialled it back a lot I didn’t get it play-tested again. It was only when the comp was over I started to get the comments saying it was way too easy.

Lessons learned

I think next time I will have to force myself out of my comfort zone at the start. I did have 3 or 4 other decent ideas before I started coding that I dismissed because I thought they were too big. I think if I had gone for one of those I would have actually kept my motivation up more to the end.

On that note I also need to expand my comfort zone by making some different types of games between now and LD #24 so that I know what I’m capable of and have a greater repertoire to call on.

Also: Testing, testing, testing. There are a lot of people I know that would have happily played the game for 10 minutes and given feedback towards the end of Sunday but I didn’t bother. If I’d had 3 or 4 people play it I might have got the difficulty right in time.

48 hour Timelapse! – Darkness Creeping

Finally finished putting together the timelapse from my Ludum Dare weekend. So check it out!

 

*Edit* Changed the video to the correct timelapse – how embarrassment…

I also look forward to hearing more feedback on my game, so if you feel like playing a 3D survival horror/puzzle game, then the page for my Ludum Dare entry is here – [link]

Now its time to get voting. Ill probably do one more post, a summary of my favourite games from this LD (I plan to vote on at least a couple per page of entries, that way Ill get to at least see all of the games, and play a good deal of them too) Ive seen some pretty awesome ones so far!

Tags: AD-Edge, another, timelapse

Planet Gravity

Yeah… Somehow I managed to not write the final status update until now 😀

I will give you a summary of my weekend instead.

 

I joined the Jam 24 hours late due to some real life (well, university) work. The original plan was to work through the weekend, but when seeing the theme “Tiny World” I was in love and just had to hurry up to be able to join.

To get a overview I did a short sketch on the whiteboard . It was a “planet” – a circle with a house on the side and a tree on the top. I decided to skip over to coding. My motivation obviously came from “building a planet”. Making a game was really secondary on this jam, my interest was art-, style- and tech-related.

After posting an on this blog I started modelling a simple planet. Then I wrote the first version of the force field and added greyscale shading (greyscale because I had no motivation to teach my obj-loader to import materials).

The state at the end of the day:

The next day I fixed the loading of colors and almost instantly went back to greyscale because it looked like a plastic world (though fixing payed in the end when I had to emphasize the gameplay-relevant items). I still had about twelve hours to go. Time to implement shadow mapping! The light shining through the planet was really annoying and I already wanted to play with it for some months.

8 hours before the deadline Nick (@urahziel) visited to look at my progress and decided to join me. A three hour break later (last chance to make a break :D) we returned to work, this time with a game design idea (credits to Nick) and the motivation to implement it – knowing that I would get a model from a skilled modeler really gave me a push. Though I still had to finish the shadow mapping first. I just had to do it 😀

The story ends with last-hour-gameplay-implementation and last-minute balancing. So last-minute I actually forgot to fix the game name on the title screen from “Tiny World” to “Planet Gravity” (though I silently fixed the download before anyone could notice :>).

What to take for the next ludum dare? I had no idea what to expect from this jam. If I had known how good the perception of the game would be (based on the current comments) and I would definitely have saved some of the long breaks and taken this project more seriously from the beginning.

I will definitly keep the nine hours of sleep on the last night. Being wide awake during the final stressful hours was super-helpful and I can absolutely recommend it.

So that’s it. Let me finally I invite you to play Planet Gravity!

Hummy’s Hunger – post mortem

or “What not to do during a compo” xD

Once again I’ve taken part of the Ludum Dare. Last time I ended up really slacking off… So, this time, I forbade me to do anything not related to making a game =D . Turns out this didn’t worked as planned… But I must say that I really had fun.

Though I made a game about a tiny little creature that eats others tiny things (what, in my opinion, doesn’t really have anything in common with the theme… since it’s missing the “World” =x) this wasn’t my original idea. After seeing the theme, I thought about what to do and came up with two ideas:

  • backup idea: a game about a tiny creature that is hungry and keeps eating until it grows so much that it can eat the planet, then it would go to another one; (this is a little diferent from what I ended making)
  • main idea: explore a tiny world, interact with it’s tiny inhabitant, then [the player would] play in their tiny reality…

I really don’t know why, but I thought the latter would be better. Even though the idea was interesting, when I completed the “macro world” parts I couldn’t think about anything to do in the tiny world… And what’s worse: the game wasn’t fun at all! >_< (at least, I learned how to implement a “random dungeon generator”… or, how I really did it, “random paths between objects in a random landscape” =D )

So, within 8 hours from the compo end, I had something I wasn’t happy with (by “wasn’t happy” read “couldn’t work anymore @_@”). Then I did what any (in)sane person would do: I scraped that idea and start a new project… Since time wasn’t exactly on my side, I quickly remembered the basic feature: you eat things and grow bigger. I also had a new idea: you can jump on things to shrink them. Since I was using Flixel, i didn’t have to remake the core… but I couldn’t reuse anything usefull from the original idea (well, I copied the “control” class… but since I didn’t allow user modifications to the controls… it was kinda useless… xD).

Then, in a hurry, I began doing everything needed: coded, drew the sprites, coded some more… Had trouble comming up with the song xD. Then, with the base working kinda properly, time to design the stages! I ended up doing only tutorial stages and two that should have enemies… but I ran out of time to implement them. =x

Since I rushed so much, I didn’t realize that I forgot to allow the creature (which had already been named Hummy =3) to grow bigger than the world in order to eat it… Anyway, in the end, I was able to work something out that (even though wasn’t exactly what I had planned) I really liked. =D

Next time I must be sure to think throughly about what I’ll be doing… Though I must say (now, after the compo…) that it was fun… it would be really better if I didn’t repeat this. I regret not doing a better game (especially since I know that, had I choosen this idea from the start, I would be able to do something better). =X

If you haven’t played the game, why not play it now? =D

Thanks for reading. =]

Tags: ld23, postmortem

Tiny Adventures In SPACE – Postmortem

So, where to begin? First off, I’m really glad (GLaD, even) that I got to participate with so many awesome people! You’re all great! 😀

I made the game Tiny Adventures In SPACE. It’s a pretty simple ‘avoid-em-up’, with very odd things floating about in space. Overall, the experience was amazing. :)

What went right:

  • I finished :p (always a good sign)
  • I was pretty happy with my game
  • My game includes bacon :p
  • My work area was good
  • I took breaks, and managed to get decent sleep
  • I had coffee :p
  • I had fun on IRC and Twitter
  • I. HAD. FUN!

What went wrong:

  • I couldn’t come up with an idea at first
  • My idea was slightly too complex
  • My game actually has a few (small) know bugs
  • I wasted time on IRC and Twitter
  • No music in the game
  • Not very polished game in general

All in all, a VERY good experience. I look forward to playing more of your games, and will definitely take part next time as well!

And here is a link to my game: http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=5267

Comments

Suese
26. Apr 2012 · 00:42 UTC
So next time concentrate on defining your idea well, prepare some rough ideas during the final theme voting round, and to quit checking your social media like a crack pipe get yourself on camera and concious of yourself while you work. Also, learn to add music and practice putting it into a game, no music is a deal-breaker.

Mandatory post-mortem

Wellphfohasieh I figured I’d do what they call a “post-mortem” this time. I had great fun this time and last LD too so I’ll share a bit with the community.

What went right:
Coding: I had extreme ease when creating the game because I used (Don’t spit on me!) GameMaker! I am extremely familiar with it and it is super fast for going from idea to prototype, or even full game depending on the scope of the game. I first coded the game as if it were a side scroller with everything moing along the x axis. When everything was working without bugs, I then remapped the drawing to a sphere. So the computer analyses everything like a standard platformer but draws everything around a sphere! Pretty cool. It was the first time I did that.

Maths: Well I had a ballistic trajectory problem I had to fix, but I’m really bad at maths. In fact I’m good at maths, but I just don’t have enough knowledge. The people on the IRC were really helpful. Thx!

Stick with one idea: Yeap, that one was important. I managed to finish the game and get everything I wanted in it (Even if it wasn’t a lot) because I sticked with the first idea I started coding.

Drawing: I used GameMaker’s sprite editor for pixel art and FilterForge for larger art, namely the first (unused) background and the planet back(fore)ground and star background. FilterForge really let me have amazing detail on the planet in just a few minutes. I then tweaked and had this wonderful, randomly generated planet and stars. 30 minutes at most.

Timelapse: I did one for my 2nd LD and it went pretty good. Chronolapse is super easy to use and it lets me add the music so I didn’t have to go get Windows Movie Maker to edit stuff. All is packed into one convenient tool.

What went wrong:

Sound: I used SFXR again. I thought I lowered the volume of the sounds enough but it seems not, again. The sounds in my game were utterly annoying but I was too tired (Brain tired) to notice it, so forget about fixing.

I forgot things! Many obvious things! I forgot to make a menu screen (Or at least a help screen). I forgot to make music! Having a to do list would’ve been helpful here! (Though I would probably have forgotten to put music and menu there anyway)

Porting the game to HTML5 using GameMaker Studio: That was one of the biggest problems I had. In the end, it worked but it made me waste quite a lot of time, making me forget the above. It introduced many bugs that I didn’t know how to (Or even if I could) fix them. It also broke the tooltip function I had and I didn’t quite know how to fix it either. But it was too late to go back to Win EXE. I had made key modifications to the code that couldn’t be rewritten fast enough. I had to stick with Studio’s HTML5.

What I learned (Read: TL;DR;):

Not to use a tool in BETA for serious projects. To stick with the first idea I start coding. The people on the IRC are friendly. Stick with tools I’m familiar with. FilterForge is awesome. Chronolapse is cool and easy to use. Use headphones instead of laptop sound to gauge SFXR’s sound volumes. To use a to do list. Not to port a game to another platform before I’m absolutely done coding it.

Page view tracking

So, I didn’t think about this initially (because I had really no thought that people would actually play my game), so I didn’t set something up beforehand, but is there a way to get the number of page views and other similar stats on here? I used just a public Dropbox URL, so no luck on that end. Just hoping there is some way for me to see this stuff. Thanks.

Comments

26. Apr 2012 · 01:50 UTC
I don’t know how drop box works, but google analytics is just a javascript dealy you can paste onto any page. Might check that out.

This Game…Is Amazing!

I’ve been playing alot of REALLY i mean REALLY awesome games, but there is this one game that stood out from the others

Tiny Shards

This game is amazing in the graphics i would like to say, if you really want to play a really great game you should definitely check this game out!

Serendipity with Cubes – A Postmortem and Timelapse

Well, that was fun. :)

This was my first Ludum Dare competition. I’ve been working on my own game engine for quite some time (has it been a year and a half already?) and I’ve just been trying to figure out what works well and what doesn’t for prototyping. I wanted to put my engine to the test to see if it was really possible to complete a legitimate 3D game with acceptable polish in 48 hours. I can certainly say, I learned half of what I know now about prototyping in that 48 hours. Knowing what is most effective and efficient is difficult, but nothing brings those creative ideas out of you like working under the pressure of a strict deadline. It was like in college, when you were given a month to do your final project, and you just didn’t have time to do it until the very weekend it was due. Staying up all day and all night in the lab, only to take a break around 3 in the morning to hit up the local diner before getting back to work. I don’t know what it says about me that I miss that sort of thing, but I do.

 

So, lets take a look at the game:

 

The prompt this compo was “Tiny World”. The first thing I thought of was the phrase “what a small world”, about the coincidence and fortune of running into someone in an entirely different context than you’re used to seeing them. Knowing that I need to keep the scope of the game really small and manageable if I ever expect to complete it on time, I opted to go with a puzzle game (as opposed to an adventure platformer, etc). I’m not very quick at making art, so I opted to cater to my strengths as a more technical graphics coder, and went with my favorite shape, cubes! Brainstorming what gameplay would look like to make many connections, graph theory came to mind. I always had fun experimenting with graph theory even though I’m not an expert mathematician. I got to thinking about the excellent board game “Ticket to Ride”, and wondered what would happen if I put that map onto the surface of a cube?

 

Now there are a whole lot of ways to impart gameplay rules for “solving” a puzzle based on graph theory, but I figured the most accessable and easiest to implement would simply be to connect two points with some sort of path. Add some sexy colors, nice physics, cute sound effects and bam, you’ve got something presentable. Ok, it’s not exactly that easy, but not that far off. The majority of the time I spent on the game was simply debugging this horrible 3d array data structure I coded. The first step was to determine how to “stitch” the faces together, since I needed to define how the “top left corner” of the front face of the cube matches up with the “top” and “left” faces. I actually drew out a little diagram so it would be easy to follow. Turns out, the “top left” corner of the front face is the “top right” corner of the left face, but the “bottom left” corner of the top face. See below:

                -----------------
 |           DIM |
 |             | |
 |             | |
 |      Back   | |
 |             | |
 | DIM ------- 0 |
 -------------------------------------------------
 | DIM ------- 0 | 0 ------- DIM | DIM           |
 |             | | |             | |             |
 |             | | |             | |             |
 |     Left    | | |    Top      | |    Right    |
 |             | | |             | |             |
 |           DIM | DIM           | 0 ------- DIM |
 -------------------------------------------------
 / | 0 ------- DIM |
 /  | |             |
 /   | |             |
 /    | |   Front     |
 (-.5,.5,-.5)   | |             |
 | DIM           |
 -----------------
 | 0 ------- DIM |
 | |             |
 | |             |
 | |  Bottom     |
 | |             |
 | DIM           |
 -----------------

After that, I needed to write a puzzle solver. Every time you move swap a little colored cube, you need to check to see if the “path” connecting the two endpoints will be completed and if so, pop all the little colored cubes out and pick a new set of endpoints. Since I was really tight on time and didn’t have time to worry about performance, I just used a simple recursive function that, given a colored cube (starting with the start point), checks the neighboring adjacent cubes and if they’re the same color, and haven’t already been looked at (tracked by the pPathPool list), then call the same function to check all of that cubes neighbors, and so forth. The algorithm ends once it’s compiled a list of all the connected, adjacent cubes of the same color. The path is “solved” if that list contains the endpoint. If you’re a beginner CS major, this code is probably the answer to one of your homework assignments. Use it wisely:

bool World::CheckPathRecursive(CCube* pCube, bool restrictColor)
 {
 ASSERT(pCube);
 if (restrictColor && m_pStartCube)
 {
 ASSERT(pCube->m_colorEnum == m_pStartCube->m_colorEnum);
 }
 
 bool pathFound = false;
 if (!m_pPathPool->Contains(pCube))
 {
 m_pPathPool->Add(pCube);
 if (pCube == m_pEndCube)
 {
 pathFound = true;
 }
 
 CCube* pTestCube;
 
 // find the face, row and col for the current cube
 for (UINT face = 0; face < NUM_FACES; face++)
 {
 for (UINT row = 0; row < m_dim; row++)
 {
 for (UINT col = 0; col < m_dim; col++)
 {
 if (pCube == m_pCubeArray[face][row][col])
 {
 if (col > 0)
 {
 pTestCube = m_pCubeArray[face][row][col-1];
 if (pTestCube && (restrictColor == false || pTestCube->m_colorEnum == m_pStartCube->m_colorEnum))
 {
 if (CheckPathRecursive(pTestCube, restrictColor))
 {
 pathFound = true;
 }
 }
 }
 if (col < m_dim-1)
 {
 pTestCube = m_pCubeArray[face][row][col+1];
 if (pTestCube && (restrictColor == false || pTestCube->m_colorEnum == m_pStartCube->m_colorEnum))
 {
 if (CheckPathRecursive(pTestCube, restrictColor))
 {
 pathFound = true;
 }
 }
 }
 if (row > 0)
 {
 pTestCube = m_pCubeArray[face][row-1][col];
 if (pTestCube && (restrictColor == false || pTestCube->m_colorEnum == m_pStartCube->m_colorEnum))
 {
 if (CheckPathRecursive(pTestCube, restrictColor))
 {
 pathFound = true;
 }
 }
 }
 if (row < m_dim-1)
 {
 pTestCube = m_pCubeArray[face][row+1][col];
 if (pTestCube && (restrictColor == false || pTestCube->m_colorEnum == m_pStartCube->m_colorEnum))
 {
 if (CheckPathRecursive(pTestCube, restrictColor))
 {
 pathFound = true;
 }
 }
 }
 }
 }
 }
 }
 }
 
 return pathFound;
 }

Writing all the algorithms as small little helper functions ended up being EXTREMELY handy. Of course it would, but I was just surprised at how well things were working out. Having a function to “pop” a small colored cube and just watch the physics take care of the rest was really convenient. A small piece of code to check if cubes were adjacent, make random color cubes, check how long the path is between start and end points, or even just highlight or unhighlight the cubes; it all ended up being really useful.

The most difficult part that I should have improved on was a way to automate testing for solutions. In hindsight, I should have written a debug function that randomly swaps cubes to stress test the solver equation. My initial release had a bug that would crash the game if you ever cleared the entire “top” row of the top face of the cube; there would be an out of bounds access when trying to find the next “valid” cube. Even when I knew there was this bug it was extremely difficult to track down, because it was so hard to reproduce. Having an automated solver would have allowed me to hit the bug much easier.

There are also lots of aspects of the game I’d like to polish, but none of which would have been appropriate for the 48 hour time limit. It’s a good way to prove to yourself what’s really important in the game. At the very last 2 hours of the compo, I had no music and no title screen. I thought people could do without the title screen, but since my game isn’t the kind that many people can just pick up and start playing without any instruction (at least I worried about that, and given the comments I’ve received about how unclear the goal is at first, it seems other people agree), I decided it was more important to have a page to display rules than it was to have a nice soundtrack in the background. Most people I’ve showed the game to didn’t have the sound on when playing anyway, so hopefully I made the right choice. Still, there may have been some other feature I could have cut out so that I could have a more well rounded game. Maybe the physics was total overkill and the cubes could have just “disappeared”. Or maybe trying to fix the lighting and brighten up the world wasn’t worth the time. Or maybe I should have just been better at programming and not had any of the bugs I had. :)

Anyway, thank you very much Ludum Dare for teaching me how to prototype FAST, for helping me learn more about what’s important to have an end product you can be proud of, and for proving to me that my game engine really -can- make a worthwhile 3D game in 48 hours!

I’ve added my timelapse below. I hope someone out there finds it interesting.

-Mike

 

 

Updated Survive Attack

Added: Scrollable item list (there’s only 3 possible items though)
Added: Hotbar. Assign items by selecting them then doing Ctrl + (0-9)

Changed: The mouse controls the drection you place/remove the block
Changed: The keyboard no longer rotates the player

Fixed: Player was able to place blocks outside the bounds on the Z axis

Note: You can place any placeable (not a word?) block in mid-air, including the crop which is kind of weird

Note2: The source hasn’t been updated

 

There’s no way I could’ve done all this in 48 hours

Pow! Pow! Pow! – Post mortem

Hey all, it’s time for our post-mortem for our game Pow! Pow! Pow!. Since we’re just a simple two-person team, we’ll divide the info of our post accordingly.

Cake

As a graphic designer, my biggest obstacle was to properly illustrate everything and make it look nice. (Remember friends, graphic designers may not = graphic artists!) I knew if I was to paint/draw something, it’d take way too long. So I played up my strengths and went with something that was easily executable but still very eye-catching.

The game’s UI was also a big focus for me. I’m aspiring to move into interface and interaction design, so I tried to focus on that as much as I could.

What Went Right

  • Art Direction: I’ve never tried anything like this before, and I’m really glad it came out the way it did. I took a lot of inspiration from older sci-fi movies and The Twilight Zone.
  • Music: I used Otomata to create the sort of light doot-doot sounds. I got to play with the tool a little bit beforehand, but this was the first time I really enjoyed what came out of it. It seemed to fit the game pretty well.
  • Design: I had a lot fun choosing the right typeface and making the buttons, and I think it looks pretty nice! Typographic pairings are hard to completely master.
  • Networking: As Zeik was the more burdened half of the team, I really enjoyed getting to spend the time networking, making posts, and meeting everyone.

What Went Wrong

  • Level Design: Ok, I admit I designed the level for my painfully difficult game. My biggest concern was that the game would be too easy. Unfortunately, in my excitement I ended up making the game too difficult for most people. (As demonstrated by most comments in the game page.)
  • Sound Effects: I tried using bfxr, and it went terribly wrong. As you guys can tell, there’s only one sound effect, and that’s just a fluke that it randomized to a nice sound. I have no sense for sound at all.
  • Health, ugh: We ate horribly the entire weekend, and slept like crap too. Our first two days were based off of pizza, leftover pizza, hot wings, and apple pie. Sounds delicious, but after sitting and working for a few hours straight…it’s disgusting. We also slept about an hour before going to work on the last day of the jam, which wrecked havoc on our bodies and minds. SLEEP MORE. EAT BETTER.

Zeik

For our first LD I think a lot of things went really right, but of course some things went wrong as well.

What went right

  • FlashPunk: thanks Warmup Weekend for opening my eyes about the time constraints and getting me to adopt a backend
  • FlashDevelop: I love NP++ but it would have been a mistake since it lacks the power of a dedicated IDE
  • OOP and Inheritance: saved me a bunch of batch modifications and probably some find-replaces
  • XML levels: made it easier to hand off level design to Cake 😀

What went wrong

  • Builds: I was working too intensely on the code to release as many builds as we should, there’s nothing that compares to third-party feedback
  • Collisions: despite all seeming to work right at the start, once a rudimentary stage was built it was obvious collisions needed tweaking and this cost me more time than I care to admit
  • Time: as expected, the time constraint was quite draining and it made me stress out more and more, in the end worrying about running out of time probably did more harm than good

That’s about it really. LD was an amazing experience and I think we’ll totally take the constructive comments given and improve the game. We’ll also be more ready for the next LD. Gonna go vote for some more games now.

Game Improvements?


A lot of people generally complained that the game was too hard and some of the mechanics seemed more like a chore and was unpredictable. (We can almost guarantee you, the unpredictability is not unintentional! Sadly most of our choices were with intent to be that way…) As this is our first complete game, we really want to make this as solid as possible for a post-LD version. So here are our planned improvements..

  • Better collision: Our art isn’t pixel art, so we admit our collision hit boxes aren’t pixel perfect (Har)
  • Sound FX: Cake was in charge of SFX with bfxr, but everything came out obnoxious. Maybe we should just record our own via laptop mic.
  • Tutorial Stage: People didn’t understand the complete mechanic of the shrinking and growing trees. (Hint: You’re supposed to stand on the edge to be propelled in that direction. Just saying.) We’re planning on having a tutorial stage so that people learn it, rather than be surprised by it.
  • Enemy Difficulty: Boss-Boss (the boss monster) is laughably weak, and Shake-Bell (the cube monster) was depressingly hard. Something’s not right here.
  • Speed It Up!: Growing and shrinking took too long. We need to speed it up.
  • Animation: Cake got spritesheets ready for a lot of animations in the game, but we ran out of time to implement it. Why waste good art, right?
  • Punch/Shoot: We need to differentiate punching and shooting. Right now they do the exact same thing, which would make people wonder why punch when you can just shoot.

Anyways, that’s our postmortem! We hope to announce a finalized game soon!

Play Pow! Pow! Pow! (Flash)

Tags: postmortem

Affinity World – Postmortem

I wasn’t really expecting to do a postmortem, but due to all the feedback i ‘ve been getting i just said “Meh, why not?”.

First things first, here’s the timelapse and the game in question.

 

  • What went right:

The concept: Like i always do with most things, once i heard what the theme was  i started thinking ‘outside the box‘, something that no one would think about doing with the current theme….

Luckly for me, i got a great concept 30 minutes in, a heavilly-text story oriented game, something i never even attempted to make before, but i managed to stick with it till the end and the final result was pretty good.

 

Coding: Due to my experience with the (not always so great) Game Maker, i was able to program the engine from scratch in only a few hours. Sure its not the greatest engine ever, but it gets all the work done which gave me plenty of time to concentrate on my cons. Speaking of cons…

 

-Graphics:  Usually, i would put this on what went wrong,  i’m just terrible at drawing but, for some reason, i really like how some of the art came out. Sure, its nothing spectacular compared with most of the games around here, it might even be on the ‘1|2 star type‘,  but I was really proud of what i did.

 

  • What went wrong:

Sounds/Music: I always have trouble with this part, i tried to make the sound effects myself (using the mic, etc), but i just couldn’t make them properly so, after wasting about 30 minutes, i went for the overused sfxr which can get the job done but the sounds get too similar to most of the games around the comp, but what really upset me the most was the lack of music. Music would be great for a heavilly-text oriented game but, after using OpenMPT for about 1 hour and getting near the deadline, i decided to scrap the music idea which really hurt the game in my opinion.

 

-‘Lack‘ of content: For a 48h game, its quite a lenghty game, with several diferent paths and decisions to choose from, 7 diferent people and 4 ‘zones’. Unfortunately, i planned to have +10 people and 6 zones and 2 more paths but, around the end of the first day, i saw that i wouldn’t be able to do that, which made me rewrite most of the dialogs for the NPC’s, sometimes making them say and give the same quests on diferent paths. And, while its possible to have 2 ‘diferent endings’, they were rushed out on the last minute, something i REALLY didn’t want to for this kind of game…

 

Aside from all that:

-I was able to finish the game in 48 hours =D.

-About 40% of the time was spent writing dialog for the NPC’s.

-I learned alot on how to handle ‘dialogs’ and ‘scripted events’.

-Music making is not for me…

 

That’s about it i think.  I might plan to complete the game later on since i’m getting a lot of great feedback, something i wasn’t expecting from this kind of game :).

 

Tags: ld23, postmortem, timelapse

Ant Surf Hero: The Surfening – Post Mortem

Play ANT SURF HERO: THE SURFENING here!

Timelapse (YouTube)

Things that went well:

  • Core gameplay. I was pretty happy with the way that the shooting and movement turned out. It’s generally quite fun to kill enemies.
  • Art. I was inspired by the graphical style of Another World (mainly for the bullets and crouching) as well as Sword and Sworcery (for the long limbs). This is really the second game that I’ve tried my hand at proper game art (after last LD’s entry, Stray Whisker)
  • Movement. I spent a fair bit of time tweaking the movement in response to feedback from people in the IRC channel (thank you!). I had a lot of people say that the movement was initially too ‘slidey’  and ‘fast’. I slowed it down and tweaked it a lot. I think changing this made the game more accessible to a wider group of players.
  • Flash exporting. I developed my game in Multimedia Fusion 2, and I used the Flash runtime to make the game web based. I wanted to do this to allow a larger group of people to play my game. As I know from past as well as personal experience that web games get played much more in LD than those which have to be downloaded. It’s much easier for someone to simply run a flash game than it is to download one. Not to mention that flash is also cross-platform. I had intended to build Mac/Linux/Windows versions as well, however I decided it wasn’t necessary in the end. The only advantage would have been giving the player fullscreen.
  • Storyline. I am quite happy with the storyline in my game, even if my sense of humour is quite strange. I’m glad that I got around to putting in an ending with some dialogue. A fair few people have said that the game is quite funny, so I’m glad that it entertained a few people. I was proud of the way I weaved the theme into the end dialogue as well.
  • Kittens. The game contains at least two!
  • The Ant. I put the ant on early in the game, it was actually one of the first features right after shooting. I liked the way that the ant’s role changed in the game’s development. I wasn’t sure if there was going to be more than one player ally ant or just the one. What I think is cool about having the ant is that it’s not necessary for gameplay, yet people will often stay on it because they feel they should. You’re able to run through the whole level without him, and it’s really up to the player what they would like to do. I intended for this sort of freedom, though I’m sure it will go unnoticed by many (just as the ability to run faster with the ant by crouching on him).
  • Different playstyles. In addition to using the Ant to your playstyle, I also purposely made the death the way it is to allow a wide variety of players to play. For more ‘casual’ players, death isn’t much of a deterrent, and they can still complete the game and reach the end storyline. For more ‘hardcore’ players, they are able to collect all of the stars and try to play for a highscore. Death brings a penalty of 300 points. I have still not seen anyone get 50/50 stars, which does in fact display a very small Easter egg – please screenshot and post in the comments if you do!

Things that could have gone better

  • Music. If you watch my timelapse you’ll see that I spent a lot of time trying to make music. I had a fair few attempts in a variety of programs. I even pulled out my old Gameboy and Gameboy Camera and tried to use the tracker on that for chiptunes! In the end I used FL Studio with some free VSTs and created a short looping track. I think it was better than having no music at all, however it still wasn’t a very good song and it took a while to do. I mainly just wanted something that didn’t make people’s ears bleed, so I think I achieved that 😛
  • Camera. The camera works in the finished version, but that also took a couple of hours to get right. It was the only thing that actually frustrated me while making the game. I had a lot of glitches with it (jumping around too much, not being smooth) but it worked out okay. I wanted a camera that looked ahead, but also took into account how fast you were moving. I think that since you don’t really notice it in the finished game then it must be okay. I would have liked to spend much less time working on this.
  • More levels. I would have liked to do one more level. I had intended some sort of running out of an exploding base scenario, but time being what it is, got the better of me. I think the level design was quite successful in the levels that were completed though. There is a fair bit of variation, and I would have liked to explore different types of enemy placement.

 

If I did this game again, I don’t think I would change the way I made it. I used my time quite well and I think I made a fun little game that is entertaining for a short coffee break. I am interested in taking the idea a little further, perhaps taking the main character and putting him in another setting.

I had HEAPS of fun during this Ludum Dare. The IRC channel and Twitter were especially exciting, I felt there was a constant buzz happening and I talked with a lot of cool people about their games. It was a really fun experience.

I hope this Post Mortem helps other players in developing their next game!

Tags: post-mortem

Planetoids Post-Mortem! (And why not having a playable game isn’t bad)

I went into this LD with a very different mindset from previous ones. You see, I’ve been doing a TON of game programming lately, and I recently opened up my own studio. I’ve made and released games before, but never with a ton of polish or functionality outside of the actual game. So this time, I decided I wanted to focus much more on meta-game aspects.

One such aspect that took up A TON of time was setting up and utilizing an account with Amazon Web Services. They have a “trial” program that allows you to run a fully equipped (albeit wimpy) server on their cloud. I set up a Win2008 Server edition, and remoted in to control it. I set up the domain, and got WAMP running. Finally, I also did some PHP scripts and made sure that I had the ability to directly control the MYSQL database. With all this set up, I began work on the game.

Admittedly, my game is not an actual game, and for some reason Dropbox is having as yet unresolved issues hosting it. I made some of the usual “mistakes” such as spending too long on art and audio assets. I wrote some scripts I ended up not needing. I changed halfway through the compo from using vanilla Unity3D with an orthographic camera to using Orthello 2D, which ended up causing a lot of frustration for me. I think a major outcome of this scenario is that I’m going to learn how to model, so I don’t have to try to make unity do things it doesn’t want to anymore.

With basic functionality set up, I figured out a menu system, then quickly moved on to some scorekeeping functionality. I wanted my game to be able to utilize the server I had set up earlier, so I delved into the Unity3D docs for the WWW class. In reality, this may be one of the most powerful aspects of Unity: to be able to interact with the web with one slice of code across all major platforms. I was able to wrestle this functionality in, and was more than pleased with the outcome. I’ve never before done anything involving multiple players in one game, so this was a huge step.

 

On a final note, I’d like to say that even though my “game” was by any consideration horrible, on of the reasons I love this contest is that it can give me a dedicated time to experiment with new things. Don’t judge yourself on completeness, judge by how much fun you had and how much you learned, and I promise you’ll continue to enjoy Ludum Dare.