LD25 December 14–17, 2012

Looks like I missed LD25 judging.

I found time to make a playable alpha version of Prophecy of the Villain for LD25 and submit it to the Jam. Unfortunately, I have not yet had time to finish the game or to judge other games, both of which I would really have liked to do. Oh, well, I can still play the games now.

As another note, it seems like every compo I’ve gotten more ambitious. In LD23, my first Ludum Dare, I completed a rather poor game in 48 hours. In LD24, I completed what I consider to be quite a good game in 72 hours. This Ludum Dare, I aimed to make a top-down RPG, even though I’ve never made an RPG, or even a story-based game, before, and didn’t finish in time. The engine’s quite good in my opinion, though. I’m going to have to remember not to be too ambitious next compo… and not to work on the game engine for too long.

Tags: judging

Yay! Results!

My first Ludum Dare yielded scoring results with which I am satisfied.

#34 Mood 3.77
#101 Theme 3.81
#115 Overall 3.50
#119 Humor 3.31
#176 Innovation 3.28
#297 Fun 2.98
#582 Audio 1.35
#687 Graphics 2.00

If you look at that in terms of percentiles, I’m in the 98th percentile for Mood, 93rd percentile for Theme, 92nd percentile for humor and overall.

I feel like I did really well for a first try, especially considering my well-deserved low scores for audio and graphics. I must say, I’m surprised I scored as high as I did for graphics… I know at least a couple of people gave me some for the formatting, but that’s still higher than I anticipated. xD

Tags: postmortem, ranking

Summary

Wow~! #21 in “Innovations”! I’m in Top Scores! Totally didn’t expect that! Was dreaming about top 200 in any category, and I have also reach #188 in “Graphics”, wow!

Thank You guys for playing my game and voting, despite of how uncompleted it was. Now I feel really obliged to finish post-compo version (which is going to be very freaked out :) ). The bad news is that it probably won’t take place until February. I’m really jaded with school stuff right now :(

See You during LD25, with the aim to deploy a completed game this time! Also congratulation on every single game on this LD! It was fun to play Your games!

MidBoss: post compo version

midbosstitlescreen

 

Click on the image to get it!

MidBoss post compo version

So, MidBoss did fairly well in the ratings. I won’t bore you with the full overview, but it came in #81 in fun, and #91 overall. Pretty good! I kind of wish I hadn’t taken Sunday off, maybe it would’ve done better as a compo entry than a jam entry. It’s not like I actually spent the available 72 hours on it, but oh well.

Since the competition I’ve been working on the game, to polish it up and make it more playable. The post compo version is now ready and you can get it here. Keep in mind that I intend to change core gameplay mechanics to make the game easier to balance and maintain in the future! New features include:

  • Dynamic line of sight and lighting
  • Save/resume feature (save scumming is available)
  • Dynamic music system
  • Options menu (also for key rebinding!)
  • Various bugfixes

And that’s not the end of MidBoss, I want to keep developing it further, so if you have any comments or feedback, or want to keep updated on progress, please follow @Enichan!

 

Tags: 2D, ld25, postcompo, pygame, python

Comments

10. Jan 2013 · 05:49 UTC
Awesome! 😀 I’ll be sure to test it once I get home.
10. Jan 2013 · 05:51 UTC
One question about the dynamic lighting:

Thank you :D

Wow…
Cant believe i got 6th place in audio (555th in overall though T_T).

Anyways thank you guys for rating my game (or just the audio =_=), i really appreciate the votes and hope u guys enjoy my next LD entry game.

Game Development in the MSFT World

Hi wonderful community of Ludum Dare! Context:

I’m a hobbyist game developer who’s previously only worked in the Linux / Android / Mac / Online world. I’m about to attempt creating my first game using Microsoft tech and wanted some suggestions.

I want to create a Windows Phone game, but would love if the same code could also be ported to Windows 8 / XBLA / Surface. From what I’ve read, I believe the following is correct;

  • XNA Studio can be used to create Windows Phone, XBLA and PC (desktop-style) in C#
  • For Surface / Windows 8 Store style games, you have to use Direct3D / DirectX / C++. As of Windows Phone 8, this is also an option for Windows Phone.

Can anyone comment on this? Am I correct in thinking the above? Are there any popular middleware engines I should consider using if I do go down the C# route? I’ve only learned C# in the past month or so, and as such don’t know what is out there.

Thanks so much!

Tags: OneGameAMonth

Comments

10. Jan 2013 · 19:52 UTC
With XNA you can make games for windows, windows phone 8 [0] and xBox.

XNA runs under windows 8 in the desktop mode – but not directly as a metro app [1].

With the help of MonoGame, you can port your game to many platforms,

including windows 8 metro apps. For an android port and some others

you must pay money [2].
10. Jan 2013 · 19:58 UTC
XNA has been discontinued.

TAKEOVER Post mortem

In LD 23 and LD 24, I did TERRIBLE! The games were buggy and not even that fun. I figured that this time around I would do better, but due to me getting sick, I didn’t have much time to finish.

If you haven’t seen the timelapse, here it is:

If you want to view the entry, click here.

What went right:

Speed – Because I knew I only had a little time, I seemed to work faster. Hopefully I can do the same next time and NOT because I only have a few hours left.

What went wrong:

Pretty much everything else.

Practice – I should have took some more time to practice between now and LD 24. I think I might participate in a few Mini-LDs

Didn’t use enough packages – I only made two packages of code so I spent a lot of time looking for files.

Graphics – I decided to use 64×64 tiles, figuring that it would look nice because of the resolution. But it didn’t. I should have spent more time on graphics. The tiles were just gradients. Nothing fancy about that.

After the competition, I made the mistake of not spending time on voting and my post-compo and instead doing other things, messing with my new raspberry pi:

photo

I would have liked to play more games, but it’s too late now.

Besides, it’s not like I would have gotten a better rating.

here are my ratings:

my rating

I think I would have done much worse if I entered the compo as there are more people.

I think I’ve learned quite a bit for next time.

Comments

Osgeld
13. Jan 2013 · 06:01 UTC
off topic, but that PCB design makes me cringe

public var quantum_bug_fix:Boolean;

Dear plebeians,

I’ve posted a post-compo version of Hunter to Hunted on Kongregate. This article focuses on said event, making it a post-“post-compo post” post. The new version fixes the bugs you never encountered, includes online high scores that you can only watch from the sidelines while drooling (most likely out of retardation rather than admiration), and adds a help menu to wrap your pathetic minds around those colorful funny things moving on the screen. Radical changes weren’t needed because one can’t improve on perfection.

Not that you’d deserve to pick the fruits of my efforts. Not that I’d expect you to understand the revolutionary nature of the gameplay after you’ve rated my entry #461 in Fun. I’m no mathematician, but it seems to imply you implied there were 460 more fun games in LD25, and that ain’t right.

I also wrote 25 pages of witty remarks, but they’d be wasted on a bunch of illiterate rednecks, so I’ll cut this short.

Now go to hell, and take my game with you. So you can try it out.

Tags: flashpunk, Kongregate, pearls for swine, post-compo

Comments

12. Jan 2013 · 22:51 UTC
That’s rather funny!

Didn’t play the game, though, and probably won’t… Sorry! :)

Ha, I certainly learned something (warning tips ahead)

I loved this competition so much! And felt I did good just accomplishing my goal in 48 hours, but, based on the comments, I learned, if you have even the slightest feeling a link is broken for everyone, and not just you, DO NOT POST IT, PERIOD. The comments on my game were lit up with ” Disappointing the html5 version doesn’t work” And honestly, I don’t know why! However, next Ludum Dare, I got studio (game maker) And can now make 100% sure the html5 will work.

Post-mortem (4rt one, I guess.)

A post-mortem for “A Villain By A Chance“.

LD #22:Tiny Planet LD #23: Shipwrecked LD #25: A Villain By A Chance #252 Coolness(Jam) 47,00% #1 Coolness 100,00% #3 Coolness 72,00% (0) #123 Innovation(Jam) 1,86 #549 Innovation 2,67 #199 Innovation 3,22 (+) #87 Audio(Jam) 2,4 #555 Audio 2,16 #329 Audio 2,53 (+) #94 Humor(Jam) 1,67 #628 Humor 1,85 #378 Humor 2,48 (+) #68 Theme(Jam) 2,57 #524 Theme 2,85 #538 Theme 2,81 (0) #84 Mood(Jam) 2,14 #453 Mood 2,65 #580 Mood 2,36 (0) #123 Overall(Jam) 2,27 #803 Overall 2,3 #596 Overall 2,57 (+) #169 Graphics(Jam) 1,29 #821 Graphics 2 #620 Graphics 2,22 (+) #99 Fun(Jam) 2,2 #795 Fun 2,02 #716 Fun 1,89 (-)

What are my results:

  • Coolness: I’m sorry I didn’t get a gold medal (how much games is it?).
  • Innovation: A success! Yes! I got over 3! It means about 25% gave me 4! according to my criteria, it’s more that average! I’m so happy!
  • Audio: It can mean 2 things: either I’m a great composer, or my other categories are fail. But I believe I could get a higher score. Let’s see… For the LD #23 I made a soundtrack for the game, each minigame, and finish screen, 4 total. This time I made only 1 piece and got a higher score. It means: quality over quantity! And I think if audio fits the mood, it’s an upside for audio as well.
  • Humor: Doing nothing but receiving 1 more point is a success as well. Ridiculous.
  • Theme: I dislike the theme. Other themes, like “Fortress”, “Chaos”, “Night and Day” allow very much possibilities. But when the theme is “You are the Villain” I can say a thing about almost every game: in it, you are the villain. I hoped to get a better score by making the protagonist not a villain yet, but it didn’t work. (In top games in “theme” category you are the villain. What a fail.)
  • Mood: I don’t have many things to say about this one. But I can say one for sure: making a game with no mood and making a game with a little mood is equally difficult. Got it?
  • Overall: A new high score here. It’s reassuring to see I get a higher score every LD.
  • Graphics: Another example of quality over quantity. Instead of making a lot of images, like in LD #23, I made only the map and the goat.
  • Fun: I knew that.

What went right:

  • Innovation. I didn’t aim for it a lot, but I did it. *yeah*
  • Polishing. I balanced the system, made some difficulties, a tutorial, level 2 feedback and other things.
  • Balance. I spent about 1/4 time balancing, and it’s worth it.
  • Time. To the end of the first day the game was fully playable. I had more time for balancing/polishing.
  • Graphics. I used lighting for the pixelated map, and Inkscape for the goat.
  • Drawing a goat. It’s an individual chapter for a post-mortem. I searched the web for a picture of a goat. I put it in MSPaint and drew a grid on top, then using grid copied it to paper, then to Inkscape. And it was my first image with Inkscape ever.

What went wrong:

  • Fun. I knew I need to KISS (keep it simple and stupid), but I ignored this. But if I KISSed, I wouldn’t have got 3,22 innovation!
  • User-friendliness. Most of my games are not user-friendly. They are more like user-fiendly. That’s my downside.

What I learned:

  • You can abandon some things to get something well done.
  • Getting 2 in mood (and humor) is a piece of cake.
  • People like simple music with guitar chords.
  • I’m lucky with games like this. Some one said “This is quite a complex thing to try and perfect in 48 hours!”, but I think it’s pure luck. Erm, I guess I’m mistaken, because it’s my second game like this.
  • Consistency pwns. I’m sure it can be used to solve most problems, whether it’s making games, doing business or communicating with people.
  • Quality is much better than quantity.

What will I try:

  • To KISS.
  • To make some other type of soundtrack. I know I can.
  • To spend more time thinking over the idea. I can generate good ones, but I never did it for LD.

What do I suggest:

  • Make “Coolness” like all other categories, so there is 1 gold, 1 silver and 1 bronze medals (by default). It’ll be super interesting.
  • Make a self-calculating category based on all the categories. You know, this way you are cool when you get a high score in some category. I have 3,22 in innovation because I ignored the KISS rule, does it make this rule useless?

 

I made an instruction of what should you try hard to achieve a good rating in a certain category. I found out that for each category it’s either “Plan it” or “Come up with ideas”, so that’s the only thing you have to do. Do you know “Man in Gap”? A first game, yet a big success. So don’t be down if you are novice, you have a good chance to win.

Post Mortem CORRUPTIONEXE pt2

Well, the results are in and it went like this

#28 Innovation 3.98

#103 Theme 3.80

#170 Mood 3.19

#181 Humor 3.09

#188 Audio 2.96

#200 Overall 3.29

#202 Graphics 3.40

#356 Fun 2.86

Innovation: Holy crap that went well, and I can see why. It’s a pretty off the wall concept and it stranded out among the crowd and I can see why I got so high, Heck if I didn’t gave up in the middle of it I’d probably got in top 25 (unless the mindfuck ending gave it a higher score)

Theme: Gotta say, I really didn’t really like the theme so it’s kinda odd to do well on it, it made me go a hour just thinking a decent idea and changing it after 5 hours of working on it so yeah..

Mood: The direction was kinda weird but I guess it’s added to the mood for some and killed it for some.

Humor: When I was thinking of the two categories I thought this and Innovation. I was thinking this of a kinda silly funny idea but I guess the ways stuff got corrupted and well…. I was kinda idea dry when I was thinking of stuff to happen, still not bad score.

Audio: Audio isn’t something that I’ve done in every game I’ve made so far so I’m not too used to it, still  it went well. I saw sfxr in the tools sections and decided to try it out for the comp and while I should have gotten more used to it beforehand it went okey. I got a pretty catchy melody as the “Flowerz” main theme and I feel like that is the reason it got somewhat high.

Overall: Surprisingly nice score considering how the game wasn’t too fun, I was not sure how high i would get on this and decided to be happy if I was above the avrage be really happy and I got better than 75% and that’s a muuch better than I expected.

Graphics: Gotta say Graphics had the toughest competition, it was my #3 highest score wise yet among the thing I got the lowest rating, Still I’ve never seen myself as good at grapics so I’m glad that the effort I put on this went well.

Fun: Expected to get worst on this and… yup. I never came up with any good idea to make it more fun and heck it even was one of the main reason I rushed the game. still I got over the average so it wasn’t as bad as I expected.

Anyways I’d definitely join the next Ludum Dare. It was a nice learning experience and I finally succeeded to upload a game, something I have troble with considering I’m kinda of an perfectionist and is kinda bad at finishing stuff. Thanks to this I also saw One Game A Month and decided to join it (and join twitter) to improve on myself even further. (If anyone is curious my twitter is https://twitter.com/RealXgor)

Still until the next ludum dare I intend to look at the tools from the tool bar to see if there is anything else that work well/works better than I use right now, also I used Game Maker Studio for the first time for this Ludum dare and it was a huge mistake with all the differences I didn’t know of and I’d definitely try to learn more about it until next time.

 

If anyone still interested in playing the game click here.

 

http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=18652 

 

Tags: One Game A Month, post-mortem, postmortem

Alright, let’s do this…

Let’s go. I was busy during LD compo and jam but now in miniLD this is my chance… I have no idea what I’m going to do but updates will come soon. I’m sure you don’t care too much about me or my games but I felt the need to write a little “I’m in” about this.

MiniLD!

So, Ludum dare 25 was very fun and now we have a new little compo!

What I may be using:
>>> Language:*
>>> Framework:*
>>> Art:Paint.NET and/or Flash
>>> Sound: LMMS

Looking forward to this!

* This is a bit of a blind spot really. It’s a tie between :
Lua/Love2D;
FlashPunk;
XNA;
Java;
game maker.

I’ve gotten In depth in most of them, and I’m not to sure which one is best.I’d love to hear some feedback on the above languages.

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This entry was posted on Saturday, January 12th, 2013 at 9:09 am and is filed under LD #25. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Ludum Dare OST Volume One

LD OST Vol One Cover Art Smaller
I just compiled all of the songs from my various Ludum Dare entries into a single soundtrack. You can download it for free HERE !

Tags: download, soundtrack

The Crown Jewels Job – Autopsy

Opening myself up here, but to be honest I’m deeply disappointed about our LD score history. I expected more of us; we aimed higher, and we hoped to make something that would please and wow the crowd.

And we abjectly failed, again.

We’ve always aimed to challenge norms; in LD23 we’d tried to put graphics into text adventures in an interesting, new way. We’ve tried to enter a multi-player on-line game in LD24, and we’ve tried in LD25 to make a 2D platform game without tiles.

We really are overactive underachievers.

Our highest LD25 score was for music. We were perhaps not clear enough that that was the one thing we had not ourselves made :( It was a track we’d picked up on the Internet, and we thought we’d explained that.

So why did we fail so miserably? Bad control.  We should have had a lot more and we lacked in plenty of areas, but I think that the playability was most affected by the bad control.

Its fairly non-trivial to do collision with arbitrary lines and so on, and do it efficiently too. Our collision code, which we’d written for the game and mostly as the deadline loomed, was immature and incomplete. We should of course have learned how to code it before the jam, or borrowed a library or something.  But we’re not really borrowing-code-libraries kind-of-people.

And what happens is that you do badly in a core area such as control and people voting just give you a low score across the board. We got 1.92 for innovation which just means we hid the code well I guess.

I’m deeply saddened that we didn’t score higher for graphics, as I myself am in awe of my team-mate’s artistic prowess and thing it deserved more. A very big part of that is my fault, as I also didn’t get around to good GLSL lighting. Meaning the whole making the scene out of meshes thing didn’t work, and it was hard to see where the platforms were because of the uniform shading.

In previous LDs the winners have always wowed me. I’ve always looked down the winners list and been awed and inspired. This time its been a whole lot, well, distanced. I don’t mean to take anything from the winners and everyone else in on the game; I think its in a large part because I didn’t find the theme exciting.

We had had an alternative game that was a FarmRomanVilla thing; Zynga being villains and villain being a medieval French word for farm worker and all. All actually inspired by a recent episode of Time Team I’d watched where they excavated a Roman villa in Britain…  But whilst that was very much the kind of game I like making, I think it would have disappointed just as badly as the lets-make-a-platform-game,-they-always-do-well game that we tried.

Its been a introspective start to the new year. Our strength is art and we do ok-ish at coding too, but general story and game-play, audio (we’re both terribly untalented musically) and overarching fun we fail miserably at.

I know I’m supposed to end on a high note of future optimism and enthusiasm and a promise to try harder and come back next time. But its hard to muster the bravado. Time heals, so maybe we’ll be back for another beating; we’ll see.

Cant wait for next LD,my first time

I have always been a fan of Notch (Because he made minecraft) and I heard he has done LD,so i thought just today,”I wonder if I can use gamemaker/craftstudio?”,well yes I can (: so im like I must make a game,so in planning to compete,this will be my first time so im going with Jam because,like I said its my first time.

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This entry was posted on Monday, January 14th, 2013 at 4:21 pm and is filed under LD #25. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Quick villain debrief

scarecrow n crow
– We got to the 67th place, you stupid crow. Maybe if you weren’t randomly losing those seeds we’d have done better!..
– BRARK!

Yeah, this was fun! We won the Gold medal for audio and got the 6th position for Graphics, so we’re quite happy of those results! :)
Thanks to everyone who played and rated our game, and see you all in April! 😀

I love you all

LD #25 was my first Ludum Dare ever, and I just want to say that this community is great. I’m in the mood to list some of the stuff I like about you guys:

1. I asked a question and got an answer in the same day. The answers were very polite and informative.

2. My game kinda sucked, but even people that couldn’t play it pointed some good aspects about it, and that’s just really nice.

3. I’ve never seen anyone offending someone else here, so…

4. Some people make awesome stuff like motivational posters and mosaics, and sometimes give tips to others.

5. It’s a lot better to know your game is being rated by people who know how difficult it is to make a game.

:)

Just pointing some cool stuff out, because after you read lots of reply chains on YouTube, you end up thinking the whole internet is full of jerks and annoying teenagers, (nothing against teenagerns, I am one) and you are just awesome.

So, if you are reading this, you are probably really awesome.

My Ludum Dare Game; Nyan Cat vs Waffle Cat

There is an occasional game development competition called the Ludum Dare. I’ve participated in this competition with my newest game: Nyan Cat vs. Waffle Cat. This game is for the Mini-LD Jam #39

Why yes, I do lack proper sanity.
Why yes, you should play this game.
How do you play this game? The installer can be found on: http://nyancatvswafflecat.blogspot.com/
-Sledger721

Skeleton’s Revenge Postmortem

skeletonsrevengefu

I’m glad I had the chance to participate in another Ludum Dare compo. I made Skeleton’s Revenge, a Nintendo Hard 2D platform game where the standard player and enemy traits are reversed. I planned better and got a game done in 48 hours without cutting features, but now that the ratings are in, it’s time to take the gloves off and critique my own game for real.

No video this time, since my previous LD video has only 77 views as of this writing. Throughout this postmortem, I’ll be comparing my ratings with my other LD game, Asteroid Defender from LD23.

Innovation (2.79, #394), was (2.67, #549)

LD 25’s theme was “You Are The Villain,” and the first approach that comes to mind is to take an existing type of game and flip it around so you now play as the villain. I took it a little further and made the player character act like an platform game enemy, and make the enemies act like platform game heroes. I spent a lot of time on the enemy AI for running, jumping, and attacking, but I couldn’t get them to convincingly act like a player would.

Fun (3.57, #65), was (3.17, #239)

Yay, my game is fun! I’m really happy to make top 100 in something this time. The platforming mechanics are solid unless you’re an enemy landing from a big jump. Every death is your own fault unless it’s the jump pictured above, which I found out was a two-frame window. I got a lot of comments saying that they couldn’t get past that jump. I had to rush and build all the levels in the game in the last two hours of the compo, and the game suffered.

Theme (3.23, #360), was (3.25, #314)

I adequately stayed within the theme. After playing other entries, I realized that my skeleton doesn’t do anything evil or villainous other than attacking the heroes that get in his way. I do like the video game hero archetypes I ended up with: the animal mascot character (goat), the weapon-swinging warrior (hunter), and the brittle soldier with a gun (gunner.) At least the game has an ending this time, but the final boss battle was terribly anti-climactic.

Graphics (2.38, #569), was (2.58, #593)

Yeah, my games look like ass. I thought I stepped up my programmer art this time. My sprites are actually animated now, and I stuck to a monochrome theme to make it easier for me to crank out sprites when I needed them. There’s no reason I couldn’t have done 3-color sprites instead. The levels are constructed entirely out of white blocks and spikes, which I admit is extremely lazy. I should’ve added some backgrounds, or at least some different-looking blocks.

Audio (3.00, #169), was (3.00, #216)

Renoise rocks! I put more effort into music this time, and I like how it turned out. I wanted to sound like a Nintendo hard 2D platform game, and I don’t think I subconsciously channeled Castlevania this time. That SID sound I used as a lead instrument is loud and kinda grating, so I should have replaced it with something better. Bfxr is excellent for generating sound effects, but it’s so ubiquitous in Ludum Dare, it didn’t help my audio scores.

Mood (3.08, #211), was (2.36, #626)

Players seem to really like trolling this game’s enemies. Finally, you deal collision damage to enemies! We haven’t seen that since Wario Land! I reversed the vulnerability to spikes, too, so only enemies get killed on spikes but you can walk across them harmlessly. It’s good to troll enemies, but like I said, you don’t actually do anything mean in this game. I really should have worked some Videogame Cruelty Potential into this.

Overall (3.14, #282), was (2.92, #452)

This game was a good experiment. I kept my expectations low, and I got a fun game out of it. It’d have been better if I made better decisions in design. The monochrome graphics were easy to make, but it wouldn’t have killed me to add some color. Considering the game was made in 100% Game Maker pseudocode, I had no reason to run out of time for level design and testing. I made a decent game, but I want to make a better game next time.

Coolness (28%, #990), was (20%, #1007)

I could say some stuff about how I started a new job two days after the compo and multiple schedule changes sapped my energy to do stuff outside of work. Yes, that happened again, but that’s no excuse. I still had plenty of days off, and I got sidetracked with Minecraft, Deus Ex, and other games instead of rating more entries. Thank you to all the players that found my game and tried it. If I get another LD weekend off work, I’ll do it smarter.