LD25 December 14–17, 2012

CRT M.A.M.E.

The unique old school climate. Who spent days in games’ saloons knows what I am talking about :)

Program splits colour of the background, sprites into 3 RGB base colours plus noise, plus a horizontal line filter*

Then it randomly shifts it, in a random time intervals, it gives an illusion of glitches from old monitors

It  all gives an efffect of old, and ” kind-hearted” games that we have  played.

Download

The software has been produced in gamemaker 8.1 in a free time to be used in games.

You can download the filter pack from our website

team Something Beautiful

Cheers!

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This entry was posted on Saturday, February 2nd, 2013 at 6:07 am and is filed under CRAJam. 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.

Just starting

Not sure how many people are going to be entering this Jam, but I fear it will be even fewer than Mini-LD#39, so I am going to have to make sure I finish an entry for this. The subject matter is political in nature which is the kind of subject that I don’t like to touch so this may be very interesting. I am going with my first thought which is a tax auditor adventure game. While I would like to go with my GameJam libraries adventure game library, it is simply not far enough along so this will be created in Flash Professional the old-fashioned way. As no real rules have been given, I am going with the combo rules but with a looser deadline. As I have created a twitter account, I figure I might as well post updates to it ( https://twitter.com/BillySpelchan )

For those of you who are skipping this Jam to watch some type of big game, I will only point out that the Stanley Cup playoffs aren’t for a while yet!

My First 3D Game: RedGreenBlue

Hello :)

I started making my first 3D game in Unity about 3 months ago and it is now (partially) complete. I created the models in Maya, the textures in Photoshop, and I recorded the in-game music on my.It was fun to make. It’s called RedGreenBlue and it’s about shooting ghosts with the right coloured pills (not bullets; ghosts react badly towards pills).

I am 15 years old and I stared learning programming a few years ago (I really enjoy it). The game will be available soon as a free download.

Here is video of what it looks like: https://www.youtube.com/watch?v=ls2ySVIe6sI

 

Screen Shot 2013-02-02 at 16.18.50Screen Shot 2013-02-02 at 16.25.55

 

Natanijel: Ba(NO3)2

Tags: 3D, first, javascript, shooter, unity

First Release Ever :)

So After a month or so of pretty relaxed programming I’ve finally finished my first game. For me this is a big thing, I’ve finally stuck with an idea through good and bad and got a finished product. Basically I’d really appreciate it if some of you amazing people on this site could play and tell me what you think.  It’s uploaded here at staticvoidgames(This website is great)

SCREENSHOTS:

ScreenHunter_38 Feb. 03 15.59 ScreenHunter_35 Feb. 03 15.59

Tags: java, release, staticvoidgames

Comments

soulrot
03. Feb 2013 · 19:26 UTC
Congratulations! I understand it’s a big thing to finally finish your first game, I’m planning on finally finishing a (Java) game for the first time as well at the moment. Which is, by the way, a very similar game: a shoot-everything-that-comes-at-you survival game, but mine is set in space 😛
03. Feb 2013 · 21:39 UTC
You can take a screenshot of just the game window itself with Alt+PrintScreen (then paste into Paint or whatnot). That way you get a bit of extra space and don’t have to show the world how many things you have installed on your desktop. :)
04. Feb 2013 · 17:10 UTC
congrats! now you now know that you can do it! You are a game developer now. keep it up.

Deadline…

Since it’s a little vague as to when the deadline is, let’s try to address that.

Since a few of the entry’s started early, and a few people might start late, I think it’s only fair to allow for at least 2 days to work and on it and one day of polish. Since that’s pretty much what everyone else got. So, the proposed deadline is Wednesday!

I’ll leave the final word to Pov. But let’s use that as a guideline shall we?

Good luck to the remaining jammers everyone!

CRA Auditor Released

My entry for the CRAJam has been released. the entry page is http://www.ludumdare.com/compo/cra-jam/?action=preview&uid=15656 . The game has you playing an auditor who has to decide the fate of the people you audit. There are three different endings to the game based on your performance. I still have sound to add to the game so might slip in an update on monday or tuesday.

SS_Audit

Tags: adventure, audit, cra, taxes

Jam Over!

And that’s a wrap folks!

Honestly that’s the most fun I’ve had in a jam in a while. Even if I had a few problems and unforseen hiccups along the way. I was able to finish a jam game on time! (the universe must be getting ready to collapse in on itself, prepare your souls)

And to top it off, at least 11 (not counting myself) of you submitted a game! I only expected 1 or 2, not 11! Especially since, due to circumstances, the original jam starter guy couldn’t finish. But I’m surprised that we got so many games! This has really been a pleasure!

You may check out all the submissions here:

http://www.ludumdare.com/compo/cra-jam/?action=preview

Submitters:

woneill

Lianne Booton

Spelchan

cmjd

dualryan

netgrind

Finnegan2100

Businessman

tony.pe

Sgt Squirrelly

DamianSommer

Myself: xhunterko

Special  Thanks to:

mikebithell

Pov

David S. Gallant

Don’t forget to play and rate the games! Careful, some might be NSFW! And don’t forget to help the guy who made the game that started this all out by buying it here: http://www.davidsgallant.com/igtced.html And don’t forget to vote yes on Greenlight here: http://steamcommunity.com/sharedfiles/filedetails/?id=116321868

Great jobs everyone and thank you again!

 

http://www.ludumdare.com/compo/cra-jam/?action=preview

Wilbefast timelapse (ld25)

I finally got around to posting my Ludum Dare 25 time-lapse, accompanied with some idle musings and some epic open (GPL3) music :)

Check it out!

http://youtu.be/90V72BQvPOo

A few notes in case you were wondering:

  • OS is Fedora 17 with XFCE
  • IDEs are Code::Blocks (for C++) and Netbeans (for Java)
  • Blender for 3D modeling
  • GIMP for sprites and for texturing
  • the scrot command-line program was used to capture images periodically:

function capture
{
  local name=$(date +%s).png
  scrot $name
  echo $name
}
while (true)
do
  capture;
  sleep 10
done

  • ffmpeg was used to compile these images into a video:

n=0
for old in *.png; do
  new=$(printf “%06d.png” ${n})
  mv ${old} ${new}
  let n=n+1
done
ffmpeg -b 1800 -r 30 -i %06d.png -vcodec libx264 -crf 0 -vpre lossless_ultrafast -threads 0 out.mkv

  • Audacity was used to capture and clean the audio
  • OpenShot was used to edit and to compile the final video

Tags: blender, code::blocks, ffmpeg, GIMP, montpellier, netbeans, screen capture, scrot, timelapse, xfce

CRA Agent Postmortem

Finished writing my postmortem for the CRA Agent game that I created for the CRAJam. The full text of the postmortem is located at http://blazinggames.blogspot.com/2013/02/cra-agent-postmortem.html . For those who don’t want to read the full text, here is a quick summary:

What went right:

– Having a clear and realistic vision of the game I wanted to develop.

– Multiple endings.

What went wrong:

– Politics. Though CRA kind of requires that.

– Having unique art for 10 characters.

Had fun with the jam despite how few people participated. Still haven’t decided if this will be my 1GAM entry for this month.

 

Tags: postmortem

Humphrey’s Tiny Adventure: Remastered

coverIt’s still a post-compo version, no matter how late it arrives!

I participated in my first Ludum Dare almost a year ago, for #23 “Tiny World” and made Humphrey’s Tiny Adventure. It was my first game jam and I had a great time, but the game I made had a long ways to go — despite being technically “complete” it didn’t have any audio and a lot of things were unclear due to the fact that I hadn’t done any testing for feedback before I released.

I recently decided to revisit the project for OneGameAMonth, and the result is Humphrey’s Tiny Adventure: Remastered.

So…yeah. That’s all I’ve got to say. :) Go play it!

My website.

Hello people of the blagosphere, I have this website on to which I shall probably put my games what I make, and probably some thoughts on game design and coding should I have any of note. I started it about a year ago but it quickly failed as my co-conspirator walked away. But yet, here I am, back to put some more games up there.

As for the quality of these games: Expect very little. I’m not really putting myself under any obligation to make games here, so it will just be whatever ideas capture my fancy. Also the art will be forever bad unless I can find someone to do it for me, which is unlikely since pretty much everything I post on there will be free and open source. No cash incentive, you see.

With that said, thanks for listening to my nigh-incoherent rambling.

Tags: game, gamedev, games, gaming, indie, pygame, python, website

Money Makes People Evil

I want to ask you on your experiences and opinions on a problem I recently experienced:

       Games              +                Money            =                War!

                                 

About 3 weeks ago, I made with 2 other guys a game for Global Game Jam. The work was flawless and we had a lot of fun. We were very proud of the first prototype and decided to sell an improved and extended version.

Sounds good, doesn’t it?

But it isn’t. The guy, who is sort of the team master, offered me 5%  and our graphics designer 20%.
This is in fact ridiculous. I created the sounds of the game, translated the game to English and did take a major part in Game Design. Also our graphics designer would be under-payed.

Currently I’m trying to team up with him to get more money – 50% for the coder and team master, 30% for the graphics designer and 20% for me would be fair.

Did you experience similar problems? Have you any suggestion how to deal with them?

EDIT: Things have mostly cleared. Thank you all for you answers.
Also keep in mind, that this post only reflects my point of view.

Pacmob is now available on iOS

The running game I made for the mini LD 39 is now out on iOS (for free), after long week of “in review”, and because Apple don’t like that my graphics looks like pacman ^^”

So, the web and android version looks like that :

PM_SC

 

and the iOS version is like that :

SC4b

 

Have fun!

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This entry was posted on Tuesday, February 12th, 2013 at 5:38 am and is filed under MiniLD #39. 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.

Indie Games SA

After realizing what we felt was a serious shortcoming on the South African Indie Games scene, we created Indie Games SA. So if you’re from South-Africa and are interested in Indie Dev (Of course you are, what am I saying?) then hop onto the site!

The Well (Day 1 devlog)

http://www.youtube.com/watch?v=NTAPrg4CArM

I’ve decided to try to make my first video game this week, and I’ve given myself the restriction of five days to complete this project. The usual thing to do is to have 48 hours like the Ludum Dare, but since this is my first game I don’t want to rush or lose any sleep over it. The goal is to make a short 2d platformer about a boy who falls into a well, and has to try to find his way out. The reasoning behind the well is so that the game takes place in a cave setting, meaning less art will be needed. Due to my lack of creativity, the game is named “The Well”. The engine will be done in from scratch in Java, as that’s what I have the most experience with. I tried to learn to use some libraries like Slick2d, but it took too much time, so I’ve decided to just stick to what I know.

The Well - Demo Level First day progress

Today, I’ve managed to get some of the foundation code set up. So far, the game loads a map and tilesheet (text files) and places a character for the player. So far, the player can move around, and collide with the walls of the level while the camera follows him around. I’ve decided to have three layers, a background layer, a collision layer, and a foreground layer. The reason there are three separate layers is to make the map editing more flexible, as there doesn’t need to be code for each type of tile possible. Another benefit of having separate layers is that each tile doesn’t have to be completely square. The collision layer and the foreground layer can have transparency without leaving holes in the level.

Demo level screenshot Testing level

So far in terms of art, I am just using placeholder black and white tiles to show the background and the walls, but these will be replaced with proper tiles once I am done with them. I’ve also drawn a main character, but it is still a rough draft. For this project, the coding will probably be done first, with the art, music and level design done after all the main mechanics are in place.

The biggest challenge today was trying to structure my code. I spent so much time worrying about how object oriented the code is, and trying to make the engine really flexible. I realise now that it was premature optimisation that really isn’t needed for such a small project, so from now I am going to try to code quicker and just get as much content as I can done. Tomorrow I want to try to get done the coding for animations, some tight movement for the character, and a menu and options interface.

I’ll be making a blog post and video each day showing my progress and explaining a bit of my thought process behind my decisions. Overall, I think this project will be really helpful in terms of learning as I’ll have to use so many skills in such a condensed time frame. I am mainly a programmer, so naturally the coding is the most important part of the project to me, however making the entire game myself will force me to broaden my creativity. I’ll have to do all the drawing and music myself, and since I have very little experience in this I could really learn a lot from it. Another thing is that I am a terrible writer, I have always been terrible at English, so forcing myself to make these blog posts will hopefully help me work on that.

Check out my website for updates: http://custardgames.com/

Tags: 2d platformer, day 1, devlog, dominic mortlock, java, mortl8324, part 1, the well

EDIT: MiniLD #40 Has Ended

[View Entries]

I think it’s pretty exciting that the world did not end this December, because if the world had ended, there wouldn’t be any more Ludum Dares. In honor of the continued existence of the world, the theme for this Mini-LD will be:

minild

The challenge this time around shall be to think outside of the computational box and to somehow put the real world into your game. This could take plenty of forms (I mean, there’s quite a lot of material in the real world – some of it has to be usable in a game) and is, as always, completely up to interpretation, although I would strongly encourage people to explicitly state what part of their game is from the real world.

A few fairly straightforward ways one might accomplish putting the real world into one’s game would be to create assets in the real world (like the beautiful drawing you see above), to base your game on some input method other than the usual keyboard+mouse, to use real data in your game, or to turn some specific phenomenon from the real world into a game. Or of course, one always has more options than that for incorporating the real world – the only limit is your imagination. Remember that the important thing isn’t to have undeniable evidence that your game is based on the real world, but to have an idea that came to you after thinking about things that aren’t computers.

The Jam will run from February 22nd to the 25th. Until then, keep an eye out for inspiration. After then, do something and submit it.

EDIT: Submission will end at (or at least no sooner than) 11:00 PM EST, which I think is typical of Ludum Dare. Feel free to start whenever you want on February 22nd.

Hello friends!

Hello developers of the ludum dare community! I am XHH and I like to make games. I’ve made about two so far. My friends and a handful of other gamers played them. They liked them. And that was that. But now I have finally stumbled upon this site for competitions and I am excited to start showing you my creativity. Actually, I don’t even know if I’m supposed to post this. I guess that will be the first part of my road to being a great indie game dev!

Here is my site. I update it whenever I make some progress on a game.

XHH

Thanks for reading. I can’t wait to enter a competition. I’m just so excited to see where I go with this!

Comments

dasrkrain
16. Feb 2013 · 19:50 UTC
Hi XHH! I am Dasrkrain and I am also new to the site! I can’t wait to start competing either! :)

Valentine’s day “interactive postcard” for one game a month

It’s a little late, since Valentine’s day is almost over. But I had just a few hours to create this little game, so I’m very happy I finished it before the day is over.  The game just continues on without levels or score, so it’s like an interactive postcard.

I plan to submit this or an improved version to “one game a month”.  I have set a personal goal to create a number of games, taking only about 1 day for each game.

You can find the game here:

http://tmtg.net/apps/valentine/

Valentine game screenshot

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This entry was posted on Thursday, February 14th, 2013 at 1:47 pm and is filed under LD - Misc. 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.

The Well (Day 3 devlog)

http://www.youtube.com/watch?v=5eP3_gPoB70&feature=youtu.be

Progress! It is actually starting to come together to form a real game now on day 3. The main features added today were checkpoints, death, water, and some new art. Firstly I just wanted to mention that I now have somebody working with me on the project. Someone who read one of my posts about the game messaged me and asked if he could help me with the graphics. Since I am terrible at it, I’ve let him take over the sprite design front.

The Well - Starting game Falling into the well

Now that I have art to use instead of my black and white placeholder images, the level actually looks like a proper level now. Not only does it look like a real game, but it is starting to have an objective to it. I added in blocks that can kill you now, so these will be things like spikes or lava, and if you touch them you are killed. Luckily, I also implemented checkpoints, so after dying you get respawned at your last selected checkpoint. The checkpoints come in the form of candles. If you walk up to a candle and press x, your character will light it and it will activate that checkpoint. The last thing I added was water, just because it was easy and added some variety to the level. When your character is in water, he is basically just slowed down, so he doesn’t move as fast or jump as high.

The Well - New checkpoint Checkpoint candles on the right

Today felt really productive because of all the foundation code I had set up in the previous day. It is now easy for me to add all kinds of new blocks with their own functions to the game. I’ve also managed to get this system integrated with the map editor I am using so that none of the levels have to be hard coded, but can all come from file. This results in much more flexible development, and allows the artist to test his art without needing to edit the source code at all.

In order to let the artist and testers play the game, I had to export the game in a runnable jar. This proved to be more difficult than I initially thought because of the way files are handled. The way a jar gets images and files is different to the way I was using before which took me ages to figure out, but now I know better for future projects.

A challenge I had today is that I spent ages trying to figure out a bug I am having with my character’s jumping. For some reason there is a combination of keys you can press you give your character a larger jump than usual. This is something I will have to fix tomorrow as I haven’t entirely ironed out this problem. Tomorrow, I want to work on a menu interface and/or implementing sounds into the game.

For updates and other posts, check my website: http://custardgames.com/

Tags: day 3, mortl8324, part 3, the well

Assessing miniLD 39 (finally)

I was so busy grading other games I forgot about mine! Well, here goes.

My game, LightYearsAway, got 4th overall and 4th in fun as-well. Those are the two categories most important to me. I’m happy with that! I really am! Most of the comments I got were good constructive criticisms.

I agree, the pop-up message did look bad and in hindsight I should have changed that to the tip animation. The best criticism I got was making the look of the spaceships relate to movement and make them look different rather than pallet swaps!

That was my first game jam and I’m happy with the result!

Comments