LD25 December 14–17, 2012

Time for a change

Hey all, Ive been thinking for sometime I want to switch from Unity for 2d based games.

Ive used Unity for 2 LD’s and I used XNA prior to that and what I found was that while Unity is perfectly capable and in some cases awesome for 2d it feels like im fighting with the engine to craft my game.

Ive done a little research into 2d javascript game engines and decided this is the way I want to go.

Crafty, Melon and Impact pop up quite a lot and of course there’s Construct2 but I think I would prefer more code control. I would also prefer open source, some of the above being licensed.

I would love to here your recommendations for a 2d javascript game engine :)

Comments

Axelhein
17. Feb 2013 · 10:56 UTC
Is it very important that the engine uses javascript?

I can recommend using something like FlashPunk or Flixel. You have to use ActionScript, but ActionScript is very similar to javascript.

Invasion! Post Compo.

It’s a lot later than most, and nobody requested it, but here it is anyway. I already wrote some stuff about it so just read it over here: http://www.lethalware.co.uk/2013/02/invasion-revamp-released.html

LD25: A delayed retrospective

For LD25, I tried using Unity for the first time. Well, that’s not quite true–I had tried using it a few times before, but never got anything done. As a programmer, the seemingly content-oriented interface threw me off, so before LD25 I read a lot of documentation to ensure I knew what Unity is all about.

Where's the code?

Where’s the code?

So, what did I learn about Unity while making my game, Entropic? Quite a bit, but in summary: Unity is awesome, it handles its component engine well, and I look forward to using it again in the future.

I made a few odd design choices near the beginning that I’d like to share, since the rest of the LD was the usual “started off well, hit a major issue in the middle, almost jumped ship, but came around in the end and finished it off.”

Entropic is, at its roots, a space sim, and in science fiction space ships tend to have gravity independent of ship acceleration. If a starship starts spinning, actors typically just stumble around a bit.

How is this accomplished in a constrained physics engine like Unity’s while retaining physics-powered movement both inside and outside the ship? One way would be to have multiple physics worlds (aka spaces), one simulating the exterior and the other the interior–but Unity only allows one world to exist. The next best thing are physics layers, which can be configured to only allow interaction between objects in the ship and objects outside the ship. Simple enough, and Unity makes this easy to configure.

I then (too eagerly, in hindsight) decided to add scale into the problem. Ships move at much greater speeds and have much larger sizes than humans within a ship, so I thought it would be a good idea to scale down the “space” world to account for potential accuracy issues. Easy enough, especially in Unity–just turn down the scale on all the “ship exterior” and “asteroid” meshes, and it’s done.

It does look really weird, though. (I hid some of the ship bridge's walls to get this screenshot of both layers combined.)

It does look really weird, though. (I hid some of the ship bridge’s walls to get this screenshot of both layers combined.)

One problem that I had early on is that there was very little visibility on the bridge. On the Enterprise, that little screen was enough because they could tell is to look at anything around the ship–with an equally-sized window on a ship, it’s surprisingly hard to tell what’s going on.

High visibility. The player can actually see “out” of the bridge at almost any direction.

To make the field of view much higher, I decided to apply an idea I had been holding onto for a while. By playing with the depth buffer a bit, I made some surfaces that hide the parts of the ship behind it. This dramatically improves visibility, and is also cool since it creates the effect of having an “impossible geometry.” (My explanation is that the ship is covered with tiny cameras that capture the state of the ship’s exterior, then display on interior screen-panels what the system extrapolates you would see from that point.)

It's bigger on the inside.

It’s bigger on the inside.

With some more advanced ship designs, I think that could get really cool, really quick. (Battle bridge, anyone?)

One thing that made this effect much weaker is the cloudy effect I had to use to represent the volume of the ship. They look somewhat like stars, and it is a little weird that they form a box around the ship. This is meant to represent the volume of your craft, since you don’t have any other reference with the fancy windows active. Need to find a few artists for the next time I do something like this, so it doesn’t confuse.

Overall, I’m happy with how it turned out, although as a game the project was sorely lacking. For the next LD I’ll avoid ideas that need fancy but non-value-adding programming. I hope. It’s hard to resist a challenge.

Procedural Music Generator

Hello!
I have put my procedural music generator online for anyone to try it out :)


I hope that this will be a legit LD48 tool and that you’ll find it useful!

My first game : Cells

I’m happy to present Cells, my first game.

You have to survive viruses attacks by collecting food and generating defense cells. Will you be smart enough to reach the last level?

That’s a tricky one

I’ll be entering this mini ludum dare and will be using h3d/h2d to make an Earth-themed game using Haxe… I’ll probably be starting on Thursday or Friday.

Tags: bring it, h2d, h3d, haXe

Collection of free Content Generators

It happens that I’m very interested in procedurally generated content.

I’m currently gathering free content generators, I can use with my current project Kelgar and future projects.

I want to share this list with you: http://kelgardev.forumieren.org/h2-tools
May it help developing your projects 😀

Also, feel free to suggest other content generators. I will add only ones to the list which work for me, though, that means they either need to run in browser or under Linux.

Comments

20. Feb 2013 · 18:45 UTC
bfxr is a nice extended flash version of sfxr with source code.

cgMusic is another music generator.

Thanks for listing my music generator (Abundant Music) :)

Mini-Dare #40

It’s time for the mini dare and I’m barely prepared.

First of all the cooling system in my laptop died so I had to bring it in for repair this morning. Thankfully I am in a technological based family of nerds so we just busted out a spare laptop. It is surprisingly powerful, I just finished installing eclipse and also downloaded OBS so I can stream my progress.

I’m not that good at making games yet and the time I have just hinders the process, but I have an idea of what I want to do and hope…lots and lots of hope.

I also hope you all have a fantastic weekend and a good Ludum Dare!

http://www.twitch.tv/skyllartor

A different kind of bus simulator

So my entry for mini LD 40 is a different kind of bus simulator. A bus themed puzzle game.
I was on the bus a few days ago when I was watching the common system where people fill up each seat pair with a single person until every seat pair holds one person then have to start doubling up.
I was thinking about how it’s similar to electrons filling up energy levels in atoms when I started thinking about how certain people however went against the norm. I.E. the stereotypical crazy person who loves to sit next to other people, or intimidating people who nobody wants to sit within a 2/3 seat radius of.
Thinking of this made me realise that this was a good idea for a real life themed game for the mini ludum dare.

So this is what the game is. You are given a bus configuration (potentially different for every level) along with an assortment of people. You need to fit them into the seats to maximize happiness. British people hate sitting near other people. Crazy people don’t mind sitting near others, but exude an aura of extra unhappyness to those next to them (except other crazy people, since they don’t mind.) Unpleasant people will destroy the happyness of people around them in all directions.

Update:

Progress is going well. Placing people in the bus works fine, it tracks the unhappiness produced by different people, which varies based on who they are (british, chav or crazy right now.) It also displays the goal to reach for a given level however this isn’t really used in anyway.

Also the game has some music that plays on a loop.

Screenshot:

Not everyone is happy.

The british are blue, the crazy people are green and the people everyone wants to avoid are in red. Placeholder art at the moment.

Comments

spokenbluntly22
22. Feb 2013 · 20:10 UTC
Nice Idea! Sounds a bit complicated but I’m sure you can do it somehow :p

Long-term replay game

I had a different idea before, but it was too difficult to finish in time so I made up a new one.

I thought about using real time in the game. Then I remembered replay games, where you replay the level with a new character, and other characters repeat actions you did previous times, like Chronotron. But the player automatically switches each hour. So you have to time your actions. You can, for example, press a button, close the game, open it 30 minutes later and press another button.

It’s very hard to test, I have to change my system time constantly. I won’t be able to work on it tomorrow, so I guess it’ll be tough to finish it. I think I’ll keep updating it after the MiniLD release.

Comments

spokenbluntly22
22. Feb 2013 · 20:09 UTC
Sounds hard to do!! Hope you finish it! 😀
Milo
22. Feb 2013 · 20:19 UTC
That sounds awesome.

Snow and Homework!

Well, I forgot to actually do my homework before today (and still haven’t done it. Solution: I will stay up until I’m too tired to program, then I will do my other work!). So, from this, I have two sources of inspiration from the real world: Snow and homework. Now, one of those things is fun, so I’m going to make a game about it. I noticed yesterday when I was outside that snow is pretty interesting. Namely, if you’re trying to move from point A to point B, the fact that the snow I was on was icy and tended either not to support my weight (which made me slow and annoyed) or be slippery (which made me lose my balance). Yesterday, the snow was kind of annoying, but it’s not always that way – it’s fun to slide down slopes and to build stuff in the snow, so I’m going to make sure I get stuff like that in. I’m thinking that I should make a survival-ish game (except I want to encourage movement because that’s where snow becomes important).

(And if I’m really on top of things, I think it’d be awesome to make it so that if there’s a high ledge or chasm your want to reach, you could build a slide with a jump and get to the other side)

MiniLD 40!

So i decided to join the MiniLD with my friends. Due to technical difficulties 10+ hours where lost in development :S. But we will get through it! 😀

Tags: Alx101, Echoes Entertainment, Fatass, first, MiniLD 40

EWR

screenshoot Showing something… Trying to save the world or something. End World Revenge!

Circumnavigate – Update #1

My first LD! Well, it’s not a full one, but still a LD none the less.

I had much trouble coming up with an idea. Eventually I settled on circumnavigating the globe “Around the World in 80 Days” style.

I have no idea where this game will go, or if I will even be able to complete it, but I figured I should at least try.

For base code I will be using a very basic rendering library I wrote a few weeks back. It’s very, very simple, but it should help.

Comments

spokenbluntly22
23. Feb 2013 · 01:30 UTC
Sounds very Cool!! will this be a 3D game if you are doing rendering?
Felix Maxwell
23. Feb 2013 · 02:07 UTC
2D, top down.

Circumnavigate – Sorry Guys

Sorry guys, but I just realized there is no way I will be able to finish this. I have way too much homework and far to little experience. I wish you all luck though!

ColorRunner is out!

Hello fellows LDers.

Though I’m not taking part of MiniLD #40 (just started a new project a while ago, now I don’t want to put it on hold… =X), I want to share my latest game (my really late janurary entry for #OneGameAMonth):

colorrunner_ss4

Click here to play it on kongregate.

This game is somewhat based on my first Ludum Dare (LD #22 – Loneliness). The same main gameplay aspect is used: you must bring colors back to the world. But this time it’s a platformer, and as you get more coins (and thus more colors) platforms appears. Considering that the former was my first game ever (kinda xD), this one is way better. And I learned how polish makes a game better (though it’s quite tiring… >_<).

I also uploaded it to MochiMedia, so I hope it gets to many other flash portals. xD

Give it a try! (it’s short)

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This entry was posted on Saturday, February 23rd, 2013 at 12:01 pm and is filed under MiniLD #40. 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.

Game Progress Update #3 – Deja-What?

Hey all

My game is coming together really well!

Just as I dream’t it to be haha.

I’ve added where you dream of what task you have to do for the level and then it plays a movie of it.

Then I’ve added points and doors and beds.

I am keeping the music for the game!

I hope you enjoy playing it when it is released on Monday!

However it will only be available for Windows!

Hope you are all programming hard!

SpokenBluntly22

 

 

 

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This entry was posted on Saturday, February 23rd, 2013 at 1:18 pm and is filed under MiniLD #40. 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.

Fatrunning – MiniLD40

Yay! First Ludum dare ever!

As i saw the MiniLD on the homepage of LudumDare i immediately became excited. I have wanted to do an LD but never really had the time or knowledge, but now i can finally be part of it. So what will i do?

When i annonced the MiniLD to my friends whom i was going to work with the big questionmark came up for what game we should make. We discussed the theme and ideas for it for about 2 hours when we finally came up with a very interesting concept, freerunning. As i love doing freerunning (yes the sport) i immediately came to think about that when i read the theme. However this will not be any “standard” freerunning game, oh no! Just a week ago me and my friends where talking on ooVoo and discussed games, when we came up with the “fat person simulator”, The idea made us all crack up, and since we where going to create a game this weekend we thought “hey why not”. So the game we are doing is a freerunnign fatty game, where you as the player is supposed to get thin (don’t we all). Now your way of getting thin is freerunning and healthy food, however healthy food is disgusting, as we all know. So a multiple level, platformer runnign game is what we are going to do, with a timer for game limitation and different kinds of food for points.

As i am the programmer most of the gameplay is up to me to create, and since i have worked with C++ for almost 4 years i went with the SFML 1.6 library and C++ as language.

Will be back with updates/screenshots of the progress as i go! And also i may even livestream some on twitch.

 

Starting work on DNA

Just starting on my Mini-LD#40 game. I have chosen Human DNA to be the real-world aspect to my game. I am taking a chunk of real DNA data which will be used in the game. The game is simple enough that I should have no problems finishing. I hope to have an alpha to post later this afternoon and the beta this evening.  Sunday will be fine-tuning. Progress reports will be done on Twitter if anybody cares.

Tools: Flash Professional, Audacity (+ Dreamweaver for web page).

May port to HTML5 in which case I will be using the CreateJS library.

Good luck to everyone else entering this mini. Lets hope there are more than a dozen this time.