Doctor Spandex – Gameplay
The gameplay video for the first level of Doctor Spandex. I did it with alarm on and off.
You can play the game here: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=10554
The gameplay video for the first level of Doctor Spandex. I did it with alarm on and off.
You can play the game here: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=10554
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It’s been almost a week since we started Ludum Dare, and have had a bit of a time to cool off since then. Our team of three were able to put out a reasonably fun game for the Jam. Some things went wrong, but I think we made a fun little game and the whole thing was an overwhelmingly positive experience.
Thematic Squabbling – We spent a lot of time on this. The theme was weird, we wanted to take ‘villain’ to mean ‘antagonist’, but we couldn’t really make it into something that worked or would have been fun. Eventually we just ran with the ‘badguy’ idea, but it would have been better to have something that was a little more clear cut.
Lack of Practice and Setup – Before this Ludum Dare, I was very rusty with unity, I hadn’t worked in it in almost a year now. Our other programmer had only a passing familiarity with it, and our artist wasn’t so much an artist as he was simply the most artistic of our group. We also didn’t set up any of our tools prior, which lost us a bunch of time.
The maths – We got stuck for a good while to make the angles work. The game relies heavily on knowing the angle between the player and other actors, in relation to their current heading, but we spent and unreasonable amount of time just figuring out how to make it all work.
Simple Setting – We chose to have the game take place in space. Space is a great setting, since there’s absolutely nothing there. It saves us the time from having to do pathfinding, collisions, or obstacles. The trick is to keep it looking empty and to make it feel like you’re moving, but I think we handled those well. It might feel like a bit of a cop-out, but
Build and Refine – Our primary goal was to have a working game as early as possible. I think we had a semi-working game with a player (an untextured cube at the time) and an enemy by the end of the first night (about 5 hours after start). At each step we would play it, think of what we could do to improve it, and work from there. While such a lack of direction might be considered a detriment to a bigger project, the fact that we had something working so early on meant that it was less directionless and more of a non-stop polishing process. If a feature looked complicated, we wouldn’t add it.
Relaxed – We never felt rushed by our pace, we took regular breaks, slept normal hours, and even took time to watch some anime. We also ended our jam after 48 hours, so it wouldn’t cut into our Monday. The fact that we had a fairly solid, playable game without suffering from burnout when we went in to work on Monday was a good thing, and probably resulted in a better game.
– The background is just a plane that faces the camera, that is movement locked with the player. There are two materials applied to it, which have their texture offset adjusted to a multiple of it’s x/y coordinates, to give the impression that you’re moving through space, with the stars move slowly, and the dust moves much faster.
– All the ships are actually cubes, because we had pains making the planes face the camera properly, and never went back to fix it.
– If you look at the above picture, you’ll see lines pointing from the police ships to a point near the player. What’s actually happening is the police ships actually lead the player by a random amount. It’s not really obvious in the final game because the shots are way too random to see it, which is a shame. When I first started testing, the enemy ships would all clump up when chasing you since they all had the same parameters and target, so I made the actual target random as well as randomized speed and turning rate.
– The message box was originally going to be used for communications, as we were going to have both civilian and police ships send messages, but as the game pace increased, it ended up being difficult to follow while things were going on. Originally, we had messages simply flash at the top of the screen, but it became fairly annoying as a new message would appear every 5-10 seconds.
– Collision detection doesn’t work at all if the player or target ship isn’t moving at all. I have no idea why this is, and it drove me insane while working on it, but since there’s no way to actually come to a stop after you start it’s not actually huge issue. Maybe it has to do with the way unity handles triggers. If you have any idea, I’d love to know.
– The arrows that point to each entity, probably one of my favorite features, was one of the easiest to code, taking maybe 30 minutes to do. Unity is kind of sexy that way, that it’s so easy to make such a thing. Check out that code.
– The AI on the swat cruiser tries to fly along beside you and shoot at you from the side. It also cheats a lot, if it’s off screen it’s speed and turning ability is greatly increased, and if it can’t get to the player for long enough it basically is launched high speed towards the player. I had thought the arrows would make it obvious it’s cheating, but it seems fairly natural from your point of view aside from the odd “wtf how did he get there”. Or maybe you don’t notice cause you’re trying too hard to not explode.
– I’m especially proud of the taxi behavior. The taxi groups all start parented to a group object that moves on its own with the taxi’s inside. When the group object detects a projectile nearby, it transfers the current direction and velocity to each of it’s children and removes itself as the parent, at which point each of the ships starts moving independently.
A timelapse video from my computer perspective. 1 frame every 5 seconds, at 30fps. I should have used a dark theme for visual studio, don’t watch if you dislike flashing images. 
Thanks for reading!
Tags: ld25, postmortem, unity
I have been putting off writing this because I don’t really want to think about this game anymore, but I guess It has to happen some time.
Tiny sprites 😛
I started out the compo with 3 hours away from the computer. On one hand, this was good for coming up with ideas, but in the end I switched again about 6 hours in. My first programming sesh was good, I got a lot done as far as player movement went, and I really solidified what I wanted the gameplay to look like in my mind.
I really hit a speed bump at about hour 16. Even after getting some sleep, I was struggling to concentrate. I started coding boss combat, which was fine, but everything began to fall apart when I did enemy combat. This is where I really began to regret having such sloppy code. Usually, I am meticulous about storing variables in the right place and such, but at this point I was just creating new ones instead of trying to deal with the ones I already made.
After a whole day of code, around hour 28, I decided to go to bed again, and promptly forgot to set my alarm. 10 hours later, I was well rested, but in a very bad place as far as time went. I finished enemy combat, and worked on unit placement, which became another big pain. I simply didn’t have enough time to test my game much, and by the time hour 48 rolled around, I was only able to submit a terrible game, that honestly did not work.
But I did not give up! I took on the challenge, and kept working on the game. Long story short, by the time the Jam competition was ending, I was able to submit a working version of the game (more or less). It had different hero types, different enemy upgrades, and sound! Much better than what I had for the compo, though still kind of buggy. In the end, I was happy that I had a working game at all! This was the first game that I had ever finished, and I am so glad I had the opportunity to participate in Ludum Dare.
10/10 Would do again.
What went right:
Interesting idea, pretty good art, sound, distribution.
What went wrong:
Sloppy code, BUGS, cut features, slow combat, stress.
Play it here: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=18930
Guardian Angel Devil is a solo jam game Play it here
The original game idea popped in my head when I saw the theme “Guardian” during voting, and when “You are the Villain” ended up the winner it came up again with a nice twist at the end. The idea is a take on the “chosen one” trope, as in the hero, Blake, is a young farm boy and he is the only one who can retrieve this evil artifact from the dungeon. Since you, a small demon, are the villain, of course, you pretend to help him since he’s clueless, because you want to take the artifact for yourself after he retrieves it. You have cards you can play to provide various effects on the battlefield and Blake does all the dirty work of fighting.
JSIL:
I wanted to make a web game, and was about to use silverlight again when I heard about JSIL. It meant I could code in XNA but then export it to Javascript. I spent some time porting my silverlight tile engine to XNA that played nice with JSIL, which wasn’t too hard as long as I found workarounds for the methods that JSIL hadn’t implemented yet (Particularly having to read xml tile maps with an xmlReader because XDocument and XmlDocument weren’t implemented.)
Juicyness:
This came from a video that someone posted before the compo. Even though I didn’t manage to animate combat attacks, a simple particle effect and sound effect worked pretty well to make the game feel more finished, and took far less time than animating each frame.
Gameplay:
There are three different ways to finish, and all are possible. Plus it plays out a bit differently each time depending on which cards you get.
Use of time:
By the end of the compo I only had a fairly generic RPG with the villain walking around and the hero equipping items and attacking, so I ended up entering the jam. I think I may have been able to squeak by on compo time if I had planned a little more efficiently. I plotted my time out fairly in depth to see where I was using it and this is what happened:
Ideas: 2 hours compo
Art: 4.5 hours compo (about 2 hours thrown out)
UI Programming: 4 hours compo
Level Design and programming: 7 hours compo/1 hour jam (Some of this was unused)
Programming walking around the map: 2 hours compo/ 1 hour jam due to JSIL issue
Programming combat: 4.5 hours compo/ 1 hour jam
Programming items and equipment: 2 hours compo
Programming/Drawing cards: 4.5 hours jam
Sound: 1.5 hours compo (very good bang for the buck)
Conversations: .5 hour jam
If I could do it again I could have saved some time on art by deciding my style better in the planning stage. I also could have shaved some time off level design by only implementing things in the maps as I went. There was a bunch of tile flags in the final room that went unused because I didn’t have enough time to implement the cutscene I was planning. I also wouldn’t have bothered making JSIL builds until after the compo ended because it was really just a port. I lost a bit of time implementing something and then finding out I’d have to do it a different way to appease JSIL.
Bugs:
There are a pile of gameplay bugs (Not breaking and most of them work in the player’s favor) mostly due to the rush at the end to get 23 different card types working. I think some of them might only be in the JSIL port but I haven’t had a chance to look into them.
GUI:
This game had quite a bit of GUI work and not very good base code for it (I intend to rectify that in my library before the next LD). And I didn’t have time to code proper window backgrounds so the text is a bit hard to read at times.
If you haven’t done so yet, Play it here
Today I had a go at some more features and bug fixes on a post-LD variant:
Things that are really bugging me:
Ideas:
I’ve just finished uploading a new build of my LD25 compo entry, “The Hubris of the Bone Lord”. Features/changes include:
-Pause/Unpause now makes sound
-Menu navigation now makes sound
-There’s actual menus for selecting difficulty etc instead of just pressing the corresponding key on the keyboard
-XBox 360 gamepad support added
-The intro story crawl can be skipped with the pause button
-The quit button will always return to the title screen if in-game, and quit the game otherwise
-On Game Over, the player has the option to retry from the current stage instead of getting completely kicked to the title screen
To avoid any confusion, I’ve uploaded the updated build exclusively to my website. It is nowhere to be seen on the LD website so that it won’t accidentally be judged as part of the compo entry.
Post-poning making it into a fully realized game until later.
The new version can be found on my website here: http://beardedpixel.net/hotbl/ (re-iterating: do not judge this as part of the compo)
I’m still looking forward to seeing my first high score tweet from a player. It will make me feel really happy when I finally see that 
Tags: Bad Puppy, csanyk, ld25, post-compo
Well, I think I did okay this time around. Better than LD24 (my first LD)
This time I made a game called Lord of Corruption
Play it here
Anyway:
What went right
I was more experienced. I have now been programming for almost 1 year. Which means I have 1.5 times as much experience as LD24.
No school. Last time school got in the way and I lost all Monday morning (timezone offset means I finish the compo on moday afternoon).
Had a simple GUI framework. Last time I tried implementing my own GUI system and wasted half of Sunday morning.
Focused on fun even if my interpretation of the theme was just… simple. Result: It’s fun, so no-one cares about the theme.
I did so well that I submitted 1 hour before the end because I was done that early.
I had just started developing a platformer engine a few days before the compo, so I was able to rewrite that, and as a result, I now have an even better engine to use for bigger projects.
What went not-so-right
No music/sound. I should try to get this going next LD.
It was too hard for some people to win.
There were a few problems with enemies bunching up at the side of the world and insta-killing you whenever you respawned.
Overall, I think it went well. ;D
I had a lot of fun this Ludum Dare, and I think that of all of my submissions the one I submitted this time is the best.
Here is a link to my submission: Link
There is also a post-compo version available, with more items and levels (as well as a smarter AI).
When I first saw the theme, I wasn’t sure if I should participate. But, I came up with an idea that tied in with some AI research I was doing. The game uses neural networks, which is pretty uncommon. But, it really is the only way to do it in this case. Path-finding and other methods are far too rigid to be able to adapt to arbitrary environments. Also, it is difficult to create a character control system that can predict how to move in the air in order to land on a platform. Path-finding can be complementary to the neural network, but I left it out since it is too processing intensive. I instead just made all levels pretty linear (the AI always moves to the right).
When I started out writing the game, I was pretty sure that the AI would fail miserably. But I at least wanted to try it out. To my surprise, however, it almost immediately (usually in less than 10 generations) was able to comprehend how to jump from platform to platform. However, by the time I got it working, I squandered too much time on YouTube to be able to submit it for the 48 hour compo. So I submitted it for the Jam.
I started out the AI with 25 inputs, arranged in a rectangular grid around the hero. These inputs were set to the corresponding tile values. This acts as vision.
I later added the signed x and y distances of the player from the goal (princess), so it could learn the map better and not be fooled by structures that look the same from its point of view in different locations.
In the post-compo version, I also added the x and y velocities, which improved the behavior significantly.
The outputs of the network are arrow-key controls (left, right, up). To test the physics, I started by having the controls respond to keys, and I then later let the AI control it. If a output is greater than 0.5, then the key was activated. Otherwise, it was left inactive.
The neural network is recurrent, and is evolved using the NEAT (Neuro-Evolution of Augmenting Topologies) technique to evolve connection weights as well as network structure simultaneously. I had the NEAT algorithm coded prior to the competition. It comes with a visualizer, which uses another genetic algorithm to produce images of the networks. Check it out here: Link
The NEAT algorithm itself is very generic, feel free to use it in any of your own projects. The visualizer uses SFML, but you can leave it out if you don’t want it.
Here is an example of what the NEAT visualizer shows. In this image, it learned a XOR gate.
Other than the AI, the game is nothing special.
What went right:
– AI was able to beat levels as intended.
– The training process ran at an acceptable rate.
– The map editing interface was relatively easy to use.
– Sounds were indicative of events (thanks to BFXR).
What went wrong:
– The menu system (there is none).
– The graphics. It was an ugly grid with rectangles with legs as characters. Also, some people got black screens. This was fixed, but perhaps too late.
– The items. There were only 3, which made puzzles repetitive.
– The levels. They were mostly too easy, I ran out of time when making them. Also, there were not enough of them.
– No music.
I might make a post-post-compo version. I kind of like designing puzzles for this game.
So I decided to take upon myself a challenge today: make my old Warmup game, Castle-Castle, multiplayer co-op.
type yolo or oompa in the chat
This is my first Ludum Dare and I’m glad to know I’ve been able to finish a game, strange, but at least, a game.
To be honest I was uncomfortable with the winner theme. I think I was not the only one that thought: “omg!” I have preferred other, probably more simple or more conceptual. After all I think that this issue isn’t important. Instead I think it’s a challenge that forces us to be more creative to find a nice idea to start to develop the game.
The first important choice I took was to do a remake. In fact, I think that’s all we do when we’re trying to make a game: we search for a clue or inspiration from the lots of games we played before. I decided to do something similar to Terry Cavanagh’s “Don’t look back”. I thought this will be a good starting point to, after a while, modify the characters, the game plot and graphics. But it was no possible in the end and I feel like I was haunted by the feel of DLB.

Ok, I’m also stuck with the no-end of the game :)
What went right:
What went wrong:

It’s been a week already. Time flies! So I suppose it’s time for my game’s post mortem.
What went right
What went wrong

Overall I’m very happy with what I ended up with. It’s pretty much a complete prototype. If you have the chance, give the post-compo version a try as well for the super fun camera features. I recommend playing the two dark maps then, as you have to rely on the cameras for your human awareness. The second dark map is especially hard to not screw up on.
I won’t continue working on my entry, though. While the concept is nice, the code isn’t. A massive refactoring is needed before adding anything non-trivial or related to graphics, it would be much easier to start over from scratch and to do things right instead of quickly. It would be interesting to see an implementation of this in UDK or something, with realistic graphics. Imagine the scientists discussing things with each other while they are at work, and then you shut down the doors, grab them with robots, and force them into incinerators while they are pleading for their life, only to throw their crispy remains against their co-workers as they are banging on the doors and screaming for help. Horrible! 😀
Tags: post-mortem
Hello, I’m a person and this is my second Ludum Dare.
Things that can seem right by a certain point of view:
-My game has graphics! Fantastic graphics made with a broken pen! Yeah, I’m a great artist, I know…
-I managed to make a lot of contents in little time and this is important.
Things that can seem wrong by a certain point of view:
-Stencyl did random things that I’m still not able to understand, it made me lose 2-3 hours.
-I had to see “The Hobbit”. This was a huge nerd duty that I couldn’t avoid.
-Many other random things that made me lose time.
-In the end I made my entry in 9 hours but it’s ok because I managed to partecipate.
Here it is the link to my entry:http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=16077
P.S.: My game can be frustrating but, hey, it’s not my fault. It’s yours, you are the villain!
P.P.S.: Merry Christmas to you all!

Click to go to the game page
What went right
» Tools: I was familiar with all tools I was using
» Art: I’m addicted to working with the NES style graphics, so this was no problem. From the sprites to the font and title screen, it was all fun to work on.
» Sound is my weak point. Luckily a day before someone suggested me a website with free music, and there I got all music I needed. I also used sounds from freesound.or instead of the usual bfxr
What went wrong
» Time: Couldn’t join the compo because I wasn’t going to be home on sunday, but this is hardly a problem, as I still had 2 whole days to work.
» Planning: I didn’t plan the game properly. I never got to that point where you say “ok, the game is about this“. It was all over the place, and because of that near the end I had to spend a great deal of time just to figure out if the concept actually worked.
» Had to cut many features off, like a more in-depth interface with more helpful information, and a loot system that was supposed to add more depth to the game.

And then
After submitting the game, I added a statistics system to it, and submitted it to Kongregate. It’s pretty fun to see how many people are playing it.
Not my best game by far, but this is what Ludum Dare is all about: learning. Next time I will plan things better and actually have a fixed idea of what the game will be.
Tags: ld25, postmortem, timelapse
LD #25 was significant for me. Not only did I submit my first entry to the compo, it is the first time that I have created a game and put it up for anyone in the world to play. The feedback in the comments has been fantastic, and I’m kicking myself for not having participated sooner.
Take a minute and try Goombah! here.
The first thing that came to mind when I saw the theme announcement was to focus on a grand villain – Darth Vader, Genghis Khan, Kane, etc. The second thing I thought of was stupid and funny. I went with that.
It’s hard out there for a goomba. He sits on a little platform, waiting patiently for the plumber to show up, at which time mr. goomba either gets stepped on or walks off a ledge. I didn’t want to make the game quite that boring, so I took out the ledges and provided an endless stream of jumping men to avoid. The goomba’s chances of survival are still slim, but at least it is interesting!
What went well
What could be better
Having actually made a game in a weekend, and then having so many people play and comment on that game has been a great experience. And to everyone who has played and commented on my entry, thank you!
Tags: compo, flashpunk, ld25, postmortem
I’ve been a big fan of Ludum Dare for a few years, but this is only my 2nd time entering. Here’s what I ended up with:
What went right:
What went wrong:
For next time:
See you all in LD26.
Hi everyone! I’m glad to say that I’m constantly visiting the web over and over, and I’m trying to play all of the games that I think that are good of the last LD.
I’ve met with Ludum Dare at the page of Evoland (a game of LD24) at Shio Games. I really liked the game at that moment and in the info said something about the site, and when I got in the first time, there was 1 week ’till this LD started!
I’m living in Argentina, and I talk Spanish here, so sorry if I mistake some letters 😛
I’m 14 years old, and I currently know nothing of programming, but I’m looking forward to learn something and make some useful program/game/whatever in any language. I was interested since last year (I think) and I wanted to learn BASIC first, but as long as I get some progress I’ll be happy about it.
If anyone is can/wants to teach me something, I’ll be glad.
See ya everyone!
Tags: hello, presentation
I entered into this compo very nearly at the last minute. I lucked out with five days remaining before the event and was able to get the time off of work. As I missed LD#22 due to life, #23 due to work, and dropped out of #24 due to a six hour power outage on Saturday, I was extremely excited to be able to participate in this one.
My goal of this jam was simple: Improve upon my LD#21 entry. For LD#21, I started with zero base code, used Flash CS4 as an IDE, did not have any sprite or sound tools set up or had any knowledge on how to use them prior to the jam. I was not well prepared, but still managed to finish. My entry was very unpolished and was not really play tested. Thus, the goal of my LD#25 entry was create a more polished and fine tuned game that I considered better than my first.
Unfortunately, I do not believe I fully succeeded in my goal. Time-wise, I was ahead of where my previous entry was and some parts of the game were better polished. However, I still ended up performing the 3 hour-remaining crunch to knock out all my art and sound assets. This game uses about two to three times the amount of art and sound over my LD#21 entry. As a result, my art assets were half-done, sound is half-done and one major bug and game balance issues were present in my submission.
This Ludum Dare was a great learning experience, even better than my previous one. I now know exactly what skills I need to improve on in between jams and what I need to focus more on while jamming.
What went right
What went wrong
I’ve added some more levels. Along with some more elements to play with. Enjoy
Tags: post-compo

Play / Rate | Timelapse | Demo | Postcompo version (progression)
LD#25 was my second participation, and the second game I created. Before participating at the 24th Ludum Dare, I couldn’t just go and make a game. I am terrible at drawing, and always wanted to find a graphist before starting to code any game.
Ludum Dare forced me to be a graphist, and even a compositor. I learned that I was in fact capable of creating my own games without any help. And now that I have my new computer, I’ll be able to start making more games soon, with Haxe instead of HTML5 (the only thing my previous computer could run..).
Time management.
Unlike LD#24, this time I was able to have a finished game before the compo deadline. I spent way less time procrastinating, something like < 5% (40% for LD#24). I avoided spending too much time on a bug, by fixing it the easy/quick way.
Playable at any time.
I rushed over a playable version the 4 first hours of this LD, so that I had a game to submit at any time after that. Using git gave me that opportunity. I could then add content without worries, even 1 hour before the deadline.
Kept it simple.
I am no graphist nor compositor, so I kept both simple to be able to have a fair amount of content in the end. The background took me a few minutes (The Gimp), vectorial shapes were made easily with Inkscape, and sfx + music took me less than 15 minutes in total (besides the two computer crashes). And in the end, I’m quite satisfied with the result =)
Focus & Health.
Although I have headaches every day lately, I haven’t had any problem during this Ludum Dare. I was able to focus the whole weekend, without starving (couldn’t buy snacks for LD#24), with no exhaustion while not sleeping much, with sugar (candies *o*) and with cigarettes to help me fight my hyperactivity (didn’t have any for LD#24). Those helped a lot against procrastination.
Theme.
Less catastrophic than LD#24, but I had no good ideas. I had some, but too risky (involving good IAs) or not that great (the one I chose). I needed some drawings and more story telling to make this one really fit the theme, but couldn’t do it.
Chronolapse.
I forgot to launch chronolapse for the first hours, lost some more hours of screenshots with ffmpeg later, and forgot again to launch it after sleeping.. My timelapse could have been exhaustive, but well.. I’ll be more cautious next time x)
Computer performances.
My computer gave me a hard time again. Poor performances implied creating a game without knowing how it would really run on a decent computer, and resulted in a game a little speedy. I had a crash while trying to make the music (when my timelapse ends), and a second one while trying again. I ended up with only my test music (I was trying the instruments), and I used it in the submitted game. It was funny to see that it pleased some players xD
Tags: ld25, ld48, postmortem