LD26 April 26–29, 2013

The Tater Conspiracy?

I just finished submitting my first Ludum Dare: ‘The Tater Conspiracy’ I submitted for the jam category but stuck with the Compo rules.

What is the Tater?
Where did they come from?
Why do you care?

All these questions and more may or may not be answered in:
THE TATER CONSPIRACY

TaterConspiracy 2013-04-30 10-39-16-90
The Tater Conspiracy is a First Person Treasure Hunt
Find the clues, solve the riddles and discover the truth behind the Tater Conspiracy

I’d love for you to try my game:

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=14993-Korda

 

*Mac, Linux and source files are still uploading (big files!)

Ellsworth

I’ve uploaded and submitted “Ellsworth”, a minimalist graphic puzzler inspired by Ellsworth Kelly’s paintings.

Check it out at the playable (alpha-state) game at http://www.bigblueboo.com/ellsworth/

Ellsworth gameplay

A bit of gameplay from Ellsworth.

Great, inspiring theme! See you all next time.

My postmordem

I’ve been trudging away at this for a while, moved my compo entry to the Jam for extra time, and continued to drag my feet in trying to get this entry done until 15 minutes ago when the last straw snapped (yet another fun thing about C++’s “OOP”). Oh well, I’ve certainly learned a lot, and I’m at the point where attempting to give it the final steps to make it submit-worthy is pointless because it won’t do well anyway. Here’s what went well, however:

  • I learned-

    I learned a lot of SDL and how to work with some of C++’s many quirks that previously I wasn’t even aware of

  • I planned-

    I planned out a lot of the code, and as a result it didn’t turn out as bad as it could have

  • I conquered-

    I worked with a new environment, not a single line of code prewritten (aside from SDL and SDL_image, of course) and various other distractions and was able to work something out.

Now, for the bad stuff.

  • I wasn’t focused-

    There were too many distractions this week to even count, and the stress from other things didn’t help that.

  • I forgot how to art-

    Quite literally, I woke up on the second morning fully expecting to get all the art done. It didn’t come together until 3 PM, and that was when I threw it all out in favor of programmer-art squares.

  • C++- Why u no work like other languages?

    I’ve been working a lot with Java recently, and it’s quite poisonous. I made as much as I could class-based, and that was a bad idea with C++, graphics pointers galore and STL.

Well, that’s my take on it. Hopefully I’m not the only one who will learn from this. Next time I’ll definitely go much simpler. Nonetheless, it was important for me to take this faliure- I just recently moved up from python/pygame, so this was 100% me getting familiar with SDL/C++.

Potato The Destroyer, Commentated Timelapse

I just uploaded the commentated timelapse for my game, Potato The Destroyer! Featuring really cool music and co-commentary by my pals Dana Gallant (creator of Terrible Magical Artist) and Justin Espedal.

Watch the Timelapse on Youtube

MUSIC USED

Tags: LD#26, ld48, timelapse

Finish !

Game 3

Just have to export now 😉

Hey, six minutes left!

I think I made a tower defense game. Or something.

Actually, it is two factions fighting each other.

Google ChromeScreenSnapz021

minobi is up

screen1

 

Had only one day this time but I am quite happy with the result.

Defender.

I’ll just leave this here;)

HINT: You can’t kill the Destroyer when it is moving fast or slamming the ground. Also – click / drag to use catapult!

Tags: awesome, classic, cool, defender, gameboy, retro

Comments

dumbusername
30. Apr 2013 · 00:13 UTC
Okay. there is no easy way to say this but your game is pointless. sorry but just because the theme is minimalism doesn’t mean you remove all elements of a game but one. there was no reason for me to defend these towers. no points, no story, no competition, i might as well click around on a blank word document.

Postmortem

It’s been a rough, sleepless three days, but my first ever Ludum Dare jam submission is finally up.  You can find it here.

In retrospect, I probably could’ve managed my sleep schedule a bit more efficiently.  This was my first game jam, and easily the most complex game I have ever created, so I learned quite a lot of things just from working on this.

If I could do it all again, I’d probably go back in time and slap all the people that voted for Minimalism.  It’s a very uninspiring, uncreative theme.  We’re cranking out games in 3 days.  I’m pretty sure the games would’ve been minimal with or without the theme.  At worst, all it did was inspire a lot of un-games without any gameplay or graphics. :/

Still, I had an overall good experience.  Special thanks to my other teammates, Tyler and Nathan for making this game awesome. :)

unity27

 

Unfortunately, with all the rush to complete the game, the poor, unloved potato easter egg fell to the wayside.  I feel I have failed the Potato Challenge and failed as a french fry eater.

Tags: first-timer, jam, minimalism, post-mortem, potato

Orbfuscated

 

 

Just wrapped up the finishing touches on our Jam Entry, Orbfuscated.

Strategically place orbs around the hidden world to solve the puzzles within. Orbfuscated is a minimalist game with a focus on exploration.

This is my first time working with someone on a LD entry and I had a lot of fun. I am very pleased with what we managed to create in the short time, something I surely would not have been able to accomplish on my own.

Our thanks to anyone who gives it a try.

Orbfuscated

Orbfuscated

Boom Box ready for the party!

LOGO-BIG

So the game is all about rhythm and reflexes, for one or two players, but it really is meant to be played by two players. We’ll mainly explain the two players mode here. The main objective is to become the “BoomBox” (top right of the third screenshot) and reach the top score before the other player. In order to become the BoomBox, you first need to reach it, racing with your oponent. Switch the color of your avatar (graphics not acurate on the screenshot) with the A,B,Y,X buttons (matching the colors on screen and on the controller) to get through the waves of color moving towards you. You must also mind the platforms coming along with the waves and dodge them if you don’t want to be pushed back.

Ludum26 2013-04-30 03-26-18-07

When a player reaches the BoomBox, he becomes it. And he gets to launch the wave of colors (following the beats “guitar hero like”) and choose the directions of the platforms launched. When the “challenger” reaches the BoomBox the two players then switch roles, and again, and again. The fact is: you only score when you are the BoomBox. There will be blood.
There is also an arcade mode for two players VS the computer, a training mode to practice your skill, and the same thing in singleplayer.

Pump up the volume, and get ready to rock!

The game is quite heavy, please be patient you won’t regret it 😉

Have fun and tell us what you think!

 

Ludum26-2013-04-30-03-28-05-06

 

Direct Download: https://dl.dropboxusercontent.com/u/19064729/Boombox.zip

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=22857

Eternal Journey, Indeed! :D

That was some 72 hours! This was a great second Ludum Dare for us! We sure picked an ambitious concept to try and complete during an already busy weekend but we’re glad we did and now we have something pretty awesome to build on! Unfortunately, we didn’t get some core features in or music and sound effects but everything else worked out perfectly! 😀

enemies_line

Congratulations to everyone who participated and now comes the fun part! Happy gaming and rating!

title

PLAY and RATE “ETERNAL JOURNEY”

Stay tuned for post-mortems (maybe!) 😀

Ludum Dare 48 #26: End of My First Ludum Dare

Ludum Dare END

SUBMISSION: Cave Runner

Screenshot

And so ends my first Ludum Dare. It was a challenging experience, especially since I didn’t have as much time to work on it than I had originally hoped. My plans changed a lot throughout the competition. I’d like to highlight the biggest changes.

  1. My original plan was to submit my game into the 48 hour competition, but I ended up needing more time, so I submitted it to the 72 Jam instead. I hope to make an entry to the 48 hour competition next time.
  2. I did not add sound. This had to be cut in order to meet the 72 hour deadline.
  3. I code generated shapes rather then art. I made this decision after the theme was announced, since to me it showed minimalism.
  4. I chose to make an infinite runner game instead of a roguelike. I ended up making this change almost as soon as the theme was announced, since I felt I could achieve this, and my top objective was to get something I could submit.
  5. I ended up using OpenGL as well as SDL, since I knew it would fit well with my level generation. I did not know how to do this in SDL, and with a little research I realized it would require one of the extra SDL libraries. This could have been a bad decision, since I didn’t have any experience making a game with OpenGL, but I believe I learned a lot because of this decision.

This wraps up my thoughts so far. I might make another post after I get the results back. I’m hoping to get at least 2’s or 3’s, and maybe get some insight from comments.

Tags: 2D, C++, first compo, LD #26, LD#26, ld48, ld48_26, SDL, Visual Studio 2012

TimeVOID [tech demo] – part of the LD26 game jam

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=20698

hey folks, drGsus and i just submitted our first game jam project, called TimeVOID. it’s a simple little atmospheric platformer where obstacles are created as you move, and you must travel through each level to escape The Void.

G did all of the programming in Unity, and i took care of the art assets. the sprites and animations were all made in GraphicsGale (i highly recommend it (i also don’t because it’s a strangely buggy program)), and the music was composed in FL Studio 10, using a studio arrangement i prepared ahead of time for my audio side-project, solar inception.

 

the game itself is still pretty unfinished, a lot of hangups decided to rear their ugly faces while we were getting ready (G got sick, then i got sick, and now i’m still sick, (god bless herbal teas and cold medicine though)), as well as some of the more intricate plans of the game being a little too much for our limited time. we originally planned a lot more levels and a more pattern-like progression system, shifting between calm puzzles and intense escape scenes, but we had to put it on the burner if we wanted to submit to LD26 in time.

 

despite the hangups, we are really proud of what we managed to make in 3 short days. we’re looking forward to the next jam, but we’re looking even more forward to continuing our projects we were working on before. we’ll talk about those soon.

 

anyways, give TimeVOID a try!

@DHE_alphasix

Finally !

Souslik_logo

The Mystic Souslik Team is proud to present you the game made in 72 hours in extremis ! The basic idea is to construct a world dynamically around the hero but it cause a lack of fun & gameplay…

We have a lot of idea of improvement, so we’ll continue to work on it !

Capture

 

To play it, it’s here : http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=20954

Work on Chrome some times, if you have some problem, use Mozilla FireFox please :)

Gon of War

A hard time for the first LudumDare of our team Arrietty’m.

First try on unity for most of us.

We will continue and had other units but right now it’s a Minimalist RTS ^^

here to play

Comments

Npui
01. May 2013 · 08:40 UTC
Very beautyfull render. I can wait the next release.

My game: I DIED.

I DIED

“I DIED” is a randomly generated arena combat game where moving and attacking are the same thing. Build momentum to smash into enemies, see how long you can stay alive, and uncover more of the story as you die horribly. Gameplay is inspired by The Binding Of Isaac.

There may be some bugs and/or oddities with item combinations/synergies, so please let us know if you run into any problems! We have intentions of adding to this in the coming weeks to make it a more substantial experience. This will (most likely) include more items, rooms, and enemy types!

PLAY HERE!

pigMINt is done!

Wow. We managed to finish just in time.

We made a simple arcadey color-filled “rainbow defense game,” which is what I’m going to call the genre because it doesn’t really fit into anything else.

screenshot1

It’s called pigMINt. Check it out here: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=14921

Can’t wait to see what everyone else came up with!

My last minute update!

1 2 3

After reading all feedback I’ve got about my game I decided to make a couple of modifications to my game.

The things I’ve fixed include:

– New enemies.

– Margin, so it’s easier to spawn bubbles on edges.

– Some minor bug fixes.

I have the feeling that with this fast update many bugs will be found, but right now I can’t see straight so I’ll just leave them to a Post jam to-do list.

Here you can see my entry:

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=13148

What would your name be?

Just curious.

http://www.linguanaut.com/japanese_names_male.htm

Oh, and thanks everyone for participating!!

Barely Finished!

My Audio guys came through at the last minute to get the Easter-egg/gag audio ready!
I patched a few bugs and setup icons and other polish.

So happy I finished!

Thanks everyone 😀

Radius minigolf just submitted!

Well. It has been a very long weekend, but we finally made it and finished our take on minimalistic minigolf.

CHECK RADIUS MINIGOLF HERE!

We are really happy with its core mechanics… Draw a radius and hit the ball!

So play the game and let us know what you think. Cheers!

You can also check Radius minigolf’s Facebook Page (where we will be posting some news about the game).

Radius Minigolf

 

Tags: game, minigolf, radius minigolf, unity

Just Submitted our Entry!

Well, we did it. We pulled it together (sorta) and made a game in 72 hours. Anyways, you can see the entry page here

 

 

PLAY  

Comments

TheBenjaneer
30. Apr 2013 · 00:39 UTC
Nice Ending & Audio. Pretty Smooth animation and mechanics.

The potato at the top right of the first level I found rather difficult to get.

Br0Ken postmortem

Okay, tiny foul game, I don’t hate you completely …heartbroken

You have no graphics, but you said what I needed you to say and Twine proved to me beyond a doubt I love to make CYOAs more than anything else in this whole wide world. The theme did work out better than expected for a perfectionist, but I still think it was not the coolest we could have gone for. I didn’t even want to finish my game, which sucks!

Our Game is Up!

So we actually ended up finishing this game yesterday at around noon, but we waited to submit just in case we had additional motivation to work. We didn’t. But the game has everything we set out to put in it, there’s just not much polish. It’s a minimalistic horror game! You literally just run in circles, which is why we called it *Running in Circles* dun dun dun……… Scary. If you play on mute it’s not very scary :'(

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=4069

ld26screen4

 

Harmonize – postmortem

Harmonize

This was my first ever jam. Total time was 16 hours.  My brother Gavin put in about one hour on the sound and music, and he had the original idea for the concept.

I spent about half my time in MyPaint and Gimp, getting the art ready. I’m not really an artist, but this concept was based more on the ambience and look than on the gameplay. You may find it to be frustrating trial and error to actually play, like I did! But the tranquil ending is worth three minutes of playing the game, right? :)

One issue with basing the gameplay on the visuals was that by the time I had enough visuals ready to test the gameplay, there was no time to tweak and improve it.

I originally planned for three levels, but ended up just using the extra art as a reward for completing the first level. I was hoping to try out my brand new copy of Spine to put some sway in the plants, but I would have needed at least another day to get that working. We also wanted there to be three little animated guys you could click on to play the instruments at the bottom of the screen.

Pre-existing code that I used was a parallax camera object I had created for another project.

The three instruments in the game are a shakuhachi, shamisen, and a taiko drum.

Tools:

  • Unity
  • 2d Toolkit plugin
  • Polygon Tool plugin (modified to allow vertex colors)
  • HOTween plugin
  • MyPaint
  • Gimp

Normal Forces!

screenshot

 

Project Status: Abandoned has successfully been uploaded! It’s a platformer that lacks content and good jumping, but it has great collision! – relatively speaking!

Hopefully I can actually add a webpage to my site for this project by the end of the week and maybe get a post competition version together that actually has gameplay….

Oh, and the door is just there to mock you, it doesn’t actually do anything yet, you will never escape.

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=2305

Got my hands dirty with Unity

And I have something to show for it.

adagio1

adagio4

Vineyard Adagio

☑ Leaves room for the player to experiment

☑ Funky colors

☑ Crying bushes

☑ Minecraft clone, LSD Dream Emulator clone, aaht gaym

☑ “Trial version?” Really now?

☑ Bound to get comments like “this is too confusing!!”

☑ Shipping with bugs and don’tgiveafuck

Tags: packet sauce in full effect, stumbling on the finish line

Im done, my game VierEcken too

Woa what a exhausting weekend.

I barely finished my work in time due to my Abitur and other “real live” activities.

But I finished my game and I’m really excited to hear what others think of my Idea.

My basic idea was a four color based catch the color game. (It’s late sorry)

Anyway later more on this topic here is my Game VierEcken

Erase arrived.

accueil

Good luck !

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=20862

Rhythm Rogue – Postmortem Post

Alright, so this was our second Ludum Dare, and I’d say this time it went pretty good.

Brainstorming

From the outset, we decided to use the ‘minimalistic graphics’ part of minimalism, largely because we had no artist this time (last time we had TNR7), but also because it conveniently fit the game. As we continued talking, it became clear that I really wanted to make a roguelike while BowlerCaptain really wanted to make a rhythm game. So we did both.

What Went Well

More Polish

Our last entry was quite monumental, and as such, we had less time to kill bugs and give the game the overall polish that it deserved. This time, we had a lot more time. I’m not sure if it’s that we just got better, or if the game was smaller, but either way, it was good.

Less Scope

As stated previously, our last entry was monumental. This one was much smaller, which allowed more time for polish and balance, and also helped us to see where we were going with it.

More Oil in the Machine

We worked together a lot better this time. Less time was spent rewriting each other’s code (as ugly as BowlerCaptain’s is. The guy has no concept of tabbing.).

What Went Wrong

Workspace

GameMaker Studio is not designed to be used in the way we used it. By the end of the jam, we had MINIMUM 6 different projects, at least three of which were titled “RhythmRogueFinal.” DropBox is not friendly for this; next time, we’re setting up GitHub.

The Boss

To quote BowlerCaptain: “As I was thinking of the boss, I thought ‘Oh, wow, this is going to be a difficult programming project.’ Two days later, it was.” Our original boss idea, while I love dearly, did not work, and we had to replace it with the boss that’s currently in the game. Less awesome, but it works and was WAY easier to program.

Real Life

Yeah, real life got in the way. Nothing to be done about it, but we both could have done with more sleep.

You live and you learn, and come August, we’ll be ready to do it again!

First Ludum Dare a success!

My first Ludum Dare went well, and I hope it has gone well for the rest of you.
There are a few problems that I’d like to fix, but ran out of time at the end.  They aren’t game-breaking, though.
Right now it’s available for Windows as a runtime and for other systems with Blender 2.66 or higher. (blender.org)
I’d appreciate anyone who would be willing to try it out and vote as they see fit, good or bad. :)
http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=22782
parabox_screen1 parabox_screen2 parabox_screen3 parabox_screen4

The Bloody Short Life Of Edmund The Cube

Hi there.

Here’s my first LD entry!

EdmundTheCubeScreen

Enjoy!

https://mega.co.nz/#!KQ4U0Cha!BCym0wGvrO92TuA-pLo_tQl25EdlANN7bwRlWtuLYi0

I nearly gave up, but I persisted.

…and I got a playable game out (although nowhere near what I was hoping for at the start)

stykk

 

Due to inexperience with MelonJS, and the many issues I caused due to that inexperience, a lot of development time on this was spent Googling up answers to these problems. Because of this, I was almost going to throw in the towel, but, in the last few hours, I took what I had, ‘minimalized’ it, and turned it into a somewhat playable game for the jam.

Check out the game, StykkHERE

 

dotLife Postmortem

shot_1

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=17724

 

I had a pretty relaxed time making this game for the most part!  This entry turned out alright and I feel happy about it.

Theme

Thanks to the theme I learned a lot about minimalism!  There really isn’t so much a category for minimalism in art, music, etc.  In art, it seems to take from other forms, mostly from abstraction. It really is just a lifestyle.  At least that’s the conclusion I made.  It seems similar to buddhism, but not exactly.

Development Summary

Post-screen FXs

I wanted to do something neat for the visuals to add that extra immersion in the game since I’m gunning for an adventure sort thing.  First I wanted to try to refrain from using what Unity 3D provides and roll out my own.  I’ve coded shaders before, but that was such a long time ago that I’ve nearly forgotten the bizarre conventions it has.  So I tried to convert my old bloom effect to cg and things blew up left and right.  Compile errors for shaders are never helpful.

What I got working though are two things: color quantization and de-resolutionizer.  The color quantization basically just lowers the resolution of each color channel with a given value.  For this game, I basically set it to 8 colors.  De-resolutionizer just gets the center pixel of each row and column based on a given x and y dimension.  This is an effect you see a lot back in the Super Nintendo days.

The rest of the effects are pulled from Unity: Bloom and noise effect.

Mixing both bloom and color quantization gave that nice effect.  I had fun just moving around the level seeing the colors mix in an interesting way.

Flocking/Boids

I’ve coded this a while ago and I decided I want to try it out and see if it turns into some sort of interesting game mechanic.  Turned out to be a big pain.  Flocking is actually not that bad to implement.  The difficulty is making it behave right and, like anything physics related, tweaking it.  Between post-screen effect and this was pretty much my entire Friday night and early Saturday.

The game took a different direction when I didn’t have time to further work on the flocking.  I actually wanted it so that you sort of herd triangles around and avoid other flocks, in this case, the squares.  I played around with it and never got anything solid.  The squares still use them though.

Level Creation

Levels are mostly comprised of: 2 types of square, a triangle, 3 spikey things, and a roundish-polygon.  It got a little tedious tweaking the levels since I manually placed those things and wasn’t really grouping and organizing them.  That’s my bad.  As a result, I manage to only make a hub level and 3 other ones.

The flower is made the same way.  I basically just drew different pieces and just placed them together.  I wanted to make each one unique, but I never got enough time, so it was mostly copy/pasted.

Music

My favorite composer, the cgMusic comes back for this one.  This time though, with the added bonus of: http://solmire.com/ Having the right sound-font to converting a midi makes a huge difference!

Everything Else

Some of the code I used in the game were pulled from my collection of Unity core scripts.  Some of those are such a time-saver.  Things like: dealing with input, changing scenes, saving game states.

Fun Facts

Compared to my old postmortem entry, only a few energy drinks were consumed for the entire time.  And I got to sleep!

 

Tags: LD#26, post-mortem, unity, unity3d

And we’re done!

Phew! We just managed to make it. There were lots of things we hoped to get done in time but didn’t such as a proper walk animation (because at the moment he moonwalks^^), better art assets and more levels, but you get a really good feel of the game and idea from what we’ve done. Post mortem to come soon.

Here’s the link: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=15156

Enjoy!

 

One Bullet

Submission Page: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=21984

One Bullet: Title Screen

One Bullet: Title Screen

One Bullet: Gameplay

One Bullet: Gameplay

Hello, fellow Ludum Dare participants! Being my first time to be a part of Ludum Dare, I’m happy to announce that my team has successfully finished our Jam entry, “One Bullet”!

Definitely worth mentioning, we originally planned this project as a level-based adventure centered as an homage to the story of Buddha, whom sacrificed the non-essential things in his life to achieve true euphoria. In relation to our game, we planned to have it change through 4 scenarios: A complex forest, a water dungeon, volcanic area, and finally a sky palace. We further planned the game to progressively get less and less complex, so by the time the player reached the sky palace, the graphics and music would become completely ambient and abstract. In the end, “minimalism” left us with a much shorter experience, but far from our demise.

While time flew by significantly faster than we had anticipated, we’re quite satisfied with our entry, and we hope you enjoy it as well!

Programming: flashygoodness
Art & Game Design: Pix3M
Music & SFX: Potentialing

Pix Lore

HDlogo

 

PotatoPatudo

 

And we made it! It was pretty close, but we were able to finish right on the deadline.  Caatalyst (Sound Design), Bactopiad (artist), and I (programmer) made an RPG that takes place in a 64X64 pixel screen.

We were able to stick to the minimalist theme quiet well. We had so many ideas for how the game would play out, but ran out of time and ended up being a series of mazes within the game. The plan will be in the coming weeks to update the game and get out a full RPG with no mazes and a Final Boss.

I hope you enjoy my first attempt at a Ludum Dare and check out my fellow teammates.

RetroStark (Programmer)

Bactopiad (Artist)

Caatalyst (Sound Design)

Download: http://bit.ly/PixLore-v1

WARNING!: We had some bugs with the audio and it will be fixed within 24hours. And the GM Logo Watermark will be removed than too.

Logo

Screen1Scree2

 

 

MiniQix

I finished a little game named MiniQix. In this game, you draw lines by walking around and when you enclose an area it gets filled up. You end up with minimalist drawings. Don’t let the enemies touch the lines you are drawing.

miniqix1
Play the game here: http://www.wieringsoftware.nl/ld/miniqix/ (Flash)

 

Thanks for a great time!

screen2splashscreen

 

 

Here’s our submission ‘light the way’, a game with minimalistic graphics and controls. We had a blast creating in and we both learned a great deal along the way!

The game is very easy to get into and instantly becomes challenging! have a try at it here

Comments

30. Apr 2013 · 00:52 UTC
We’ve had many fun hours making & and playing this game! I hope you check it out, the final level will blow your bind! :)

Presenting OtherSpace

Phew! We just made the Jam deadline.

We’re insanely proud of our first Ludum Jam entry. We’d only just decided on a direction for the game at the end of the first day, but it all came together marvellously.

You control Gerde, an alien inhabitant of a homeworld close to extinction. In the spirit (kinda) of the Minimalism theme, Gerde must minimise the number of casualties that occur before her world is flooded. She can do that by taking the shortest path possible through the world.

I won’t give too much more of the game away. It’s a short but exciting adventure.

 

OtherSpace 2013-04-30 02-59-51-41

Dynamite Knight – Jam complete!

We are proud to share with you: Dynamite Knight!

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=20328

title

This was our first Jam. Our team is exhausted but had a blast!

Bad Things:

  • Lost one developer on Saturday
  • Burn out started to set in early Sunday
  • Probably should have stuck with 1 type of level instead of 2
  • Wrestling with learning Flixel and action script. Next time, we will do our homework before hand!
  • Have to go back to work tomorrow. Boooo!

Good Things:

  • The feeling of accomplishment! High fives for everyone!
  • Going to bed at a reasonable hour on Sunday so we could finish up on Monday.
  • Coming up with the game concept quickly.
  • Seattle restaurants! Lots of good places to eat!
  • Everyone on the team is excited about doing this again.

Can’t wait to try out some of the other games!

Great job everyone!

Rude Bear Rises – Post Mortem

So, here we go, my second LD.

I have to say.. I wish I could’ve got more done. I wanted extra forms on the boss battles, and cutscenes, and a menu, but.. you can’t get everything in. I worked 62 hours though.

I think I spent too more time discussing things with  my housemate, and too much time on giant bugs, but overall.. it went well.

Eventually I went for 6 intertwined worlds.

How the worlds slot into each other, with colliders.

How the worlds slot into each other, with colliders.

To enter each world, you go to it and hit E, and you’ll get to that zone:

The world rotating around you.

The world rotating around you.

Each place has a mega man esque entry place (and The Wizard logo) and then a boss fight.

Smashy - Hits the ground and brings stuff down.

Smashy – Hits the ground and brings stuff down.

And each boss gives a special unlock that aids you:

Skate glides up the walls and dashes at you.

Skate glides up the walls and dashes at you.

 

Radfish paralyses you and then his babies feast on you.

Radfish paralyses you and then his babies feast on you.

Cunning is just all around difficult.

Cunning is just all around difficult.

 

You can take the bosses in any order you want.

You can take the bosses in any order you want.

The wizard is pretty cool. He has 11 different attack types (including a potato!), summoning swarniles, orbs that chase you, orbs that split into flames and a circle of flames that segments you etc. etc.

Threw together 6 songs for it (and a whole bunch of sound effects), but I would’ve liked to have done more:

It just took so long to translate the vector art into the game, especially since Unity3D doesn’t have 2D physics for planes, I had to write my own physics engine for it. Either way, it was awesome.

But yeah, I wanted to do his second, third and fourth forms, but it would’ve taken me another day. There’s still some glitches etc. too.

But, anyway – here’s its page:

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=19499

(Vastly inferior prequel largely having nothing at all to do with this game here: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=19499).

So, in all, thanks a lot to my housemate for all the lovely pixel art, and.. I hope everyone out there enjoys it.

 @Vorpal_Games

Comments

Theoddoneout
30. Apr 2013 · 05:14 UTC
Love the music!

What did you use, FL Studio?

And we’re done – IIII

So, after this entire weekend, here is our final build.

We hope you enjoy the game and leave us some feedback, we would be very happy!

 

IIIIscreen

HERE you can see our entry, download the game and see some screenshots!

4

THANKS EVERYONE, its was a GREAT JAM!

 

Well then!

OK. first things first, thanks god thats over

i thought participating in the last ludum dare had prepared me for this one. wrong!

working on my own this time i thought i would enter the main competition instead of the jam. but i couldnt think of an idea to save my life. by the time i had an idea, submission for the main comp had already ended (yeah, it took me that long). technically i still didnt come up with an idea. i was routing through some old files when i found an unfinished game of mine back from when i first started programming. so i decided to make that my game and got to work on rewriting it from scratch. only took me 6 or 7 hours but like i said, the main comp had already finished. plus when it came to submitting, things got worse. my internet went out and when it came back on i realized id forgotten how to find my dropbox files online. i got my entry in but only just. all in all, a very stressful ludum dare. but all the same, good luck to everyone and may the best game (probably not mine then) win

 

now im going to go sleep and try to stop my erratic heartbeat

Cpt. Sqrjaw.

Cpt. Sqrjaw and army of hell. Get to the VAN!

Entry

Managed to get the minimum.

I think now i know about unity 16 times more than i knew before this jam (i just learned how to shader). I even did the crappy music YAY!

Used My new animation editor for this (editing, fading, overlaying animations).

I love doing detailed art, but nope, minimalism it is (come on people, stop choosing lame themes).

And i did a typo in my name.

Favourite Games After 1 Day of Rating

I figured I’d do a round up of my 3 favourite games so far from this Ludum Dare to make sure they get the attention I think they deserve.

The Epicly Short Adventure – by JaJ

LD26ESA

 

This is a really neat metroidvania with great pixel art and two endings (Which it is very worth getting both of)

Game page: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=5496

Factory Consultant – by namuol

LD26 FC

This game has a unique concept of passing blocks under spray painters to make them have the correct pattern before sending them to the receiving tile of each level. The puzzles are very well designed and give a great feeling of satisfaction when completed.

Game page: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=12236

Potato Dungeon – by Ziryf and Rilem

LD26PD

 

This is a great platformer based around the positioning of your sword to defeat enemies. Everything from the graphics to the gameplay is absolutely brilliant, especially the boss fights.

Game page: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=18340

 

So, yeah. With family and such I wasn’t able to pull together the basic movement system until today. I set a reasonable expectation for myself, a one button Pac-man. However the delay cost me not being able to add more levels, smooth the movement or find all the little bugs in the movement. Still for my first LD I think I managed all right.

Without further delay, I introduce:

MINI the MALISM Potatoe Beetle

Title Screen

 

Tools: Game Maker Studio (only because of the notice of 3 hours before it started) and some MS Paint.

Tags: #one-button, minimalism, pacman, Potato Challenge, Potatoes

Last Shot Post-mortem

 Last Shot

last_shot

(We actually finished it yesterday, but I only got time to write about it now)

We survived our first Ludum Dare! This is our third game jam, but the first we enter as a couple rather than a huge team – me as the artist and Buri as the programmer.

This time around we were trying something new we weren’t used to – Actionscript instead of Construct 2 that we used in the previous Jams – so a lot of the time was spent in trying to figure out basic stuff. I think the next time around things will go smoother, but then again we might experiment with something else altogether!

The minimalism theme was hard to work with. We decided to go with the “maximum effect with least resources” concept – which in itself isn’t bad, but it feels like it got lost a bit in the end result. The De Stijl / Constructivism visual inspiration definitely got lost along the way, and I feel sad for not spending enough time on the concept art.Overall we had fun and learned a lot, but there are a few things we should focus on the next jams:

  • Doing simpler gameplay / game-design, such as mini-games or infinite games.
  • Getting used to our tools a bit before diving into the code.
  • Spend more time concepting the idea, even if it seems we’re getting nowhere – don’t start making the game until you’re in love with that idea!

This is really obvious stuff but when the clock is ticking we always forget about everything!!

Well, that’s it for Ludum Dare 26! Thanks for the attention, and I hope you enjoy the game!

Geometry Wars: Post Mortem

Our game was Geometry Wars, a real-time strategy game where you play with geometric shapes!

Tools

Languages: JavaScript / HTML5 / PHP
Frameworks: Node.js, Kinetic.js, Howler.js
Soundtrack: GarageBand

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=6821

The Good

IT WAS A LOT OF FUN! This was our first Ludum Dare and I’m looking forward to the next one. Making this game was awesome! The music works (sort of), the sound effects are nice, and all in all I think this concept had a lot of potential. That moment when we could play or first death matches was simply magical! Wooo!!!

Streaming to Twitch was also an interesting experience, now everything is documented! (http://www.twitch.tv/udnozor)

The current version is (un)playable on the web: openfu.com/ld26/current/client/ – it doesn’t really work, but it’s there.

The Bad

The game is not playable as it is. The server crashes literally every 10 seconds.

There are a lot of bugs left in the game that we didn’t have time to fix. As it is, it hovers just below the edge of playability. Multiplayer combat actually works pretty well, so it’s possible to have actual matches between two or more players. The single-player content (this is what the Evil Potato base is for) simply does not work. It broke during the last minutes before the deadline.

Lessons Learned

Team development comes at a cost, and this project was no exception. Working in a pair requires a certain level of coordination that we did not apply consistently.

Eric was doing the Node.js server backend, whereas I coded the frontend. Of course we coordinated often, but over time it became clear that having two separate data models (one on the server and another one on the client) was a decision that cost us a lot of development time and broke the game on a deep technical level. We talked about our data models only after it was too late by about 2 hours. In hindsight we should have scrapped those two hours, because the cost was even higher during the rest of the development effort. It was a very bad decision to build something on a cognitively dissonant data model. Poor Eric had to maintain a translation layer to talk to the client and adding features became very painful over time.

We definitely got more done together, and the experience itself was an absolute blast, but I have the feeling that each of us would have been able to deliver something more complete if we had worked alone. For our next project, I think we need to focus a lot more on actual technical specification.

Going Forward

I’m exhausted now, but I am also determined to invest one or more days during this week in order to put a bugfix release together, even if nobody should care 😉

Occam’s Razor PostMortem

Oh man was that ever fun. So I finished most of the stuff I wanted to, but I had to cut two levels because I didn’t have enough time, and even though that hurt a little, I’m still proud of my finished product. Evidenced by my twitter feed and timelapse, both of which can be found at my compo page: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=20256 I did not get much sleep. So this was the first time I made a point and click, and although it seems easy, it was actually pretty difficult, and riddled with annoying bugs. To top this all off, I was using Slick2D, which I was new to, and the Slick2D website went down on saturday, so that was mostly guess and check work. Although I did not get as much as I had hoped done (which lets face it, this phrase lines most LD posts), I was still happy with my McPixel style game, and after looking at my timelapse, a feeling of pride and happiness overcame me. This plus the fact that the GMU at Ryerson was GREAT. SO MUCH FUN! I hope to see all of you participate in LD27 (and lets hope for a half decent theme this time :P). Till then, signing off.

level 1 Level 3 level 2 guy

PS. Be sure to check out my compo at http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=20256 and rate on gamejolt if you can. Also, I know I wont win, I entered this for the feedback, so please please please give me some 😀

ULTRAPEW!

PEW PEW PEW PEW PEW PEW PEW PEW PEW PEW PEW PEW PEW

PEW PEW PEW PEW PEW PEW PEW PEW PEW PEW PEW PEW PEW

PEW PEW PEW PEW PEW PEW PEW PEW PEW PEW PEW PEW PEW

Here’s the idea: 

  • Up to 128 players chase and shoot each other. IN SPACE.
  • Weapon upgrades are per-shot.
  • PEW PEW PEW PEW PEW

Here’s the point:

  • Leave a multiplayer server running for the duration of the judging.
  • PEW PEW PEW PEW PEW PEW
  • Have the server spit out logs and give out pointless awesome LD trophies.

Here’s how it was done:

  • Forget about fancy lag compensation and cheat detection
  • Three thousand lines of C
  • Two original songs
  • One person jam team
  • “Minimal” scale testing.

Best moments:

  • It works!
  • No it doesn’t! But it’s broken in awesome ways!
  • Particles!
  • PEW PEW PEW PEW PEW PEW etc.

PEW PEW PEW PEW PEW PEW PEW PEW PEW PEW PEW PEW PEW

This was probably my favourite LD since my first. Once again I spent all of my time on a technical prototype instead of polishing, but you know what? That’s okay! I think Ludum Dare is the perfect place to take risks and try something new. And judging by the other entries, lots of my comrade contestants agree.

I had a blast. I’ll try to rate as many entries as I can, and I’ll also try to stay on the UltraPew server as much as I can so everybody has somebody to play against.

Thanks everybody! See you in the comments sections of your entries, and I can’t wait for LD27!

P.S.: OpenGL coder looking for artist for next Ludum Dare or earlier. @justinbowes on Twitter.

Team Mischief Update #3 – Submission

Zzzzzzzzz… What? Oh! Yes, Submission! So after sleep deprivation, unhealthy snacks and lots of cheesy music, our bodies are about to give up. But with our final breath we present to you our Ludum Dare #26 jam game submission: Wizbo Chambers, Master Magician.

As we explained before, we took the Minimalizm theme and applied it to game mechanics in addition to the simplistic pixel art style. There are 4 rooms that represent 4 different elements that have their own mechanics. As you clear rooms, you simplify the game by eliminating features but the consecutive rooms get progressively harder as the remaining mechanics are intensified. Depending on what order the rooms are cleared, the rest of the game will change, so the players can clear them in the order that suits their skills.

P.S. The prize for finishing the game is also minimalistically impressive too…

P.P.S. We might have forgotten to take out something, can’t recall what it is…

 

Also, here are some pretty .gifs we made, unfortunately not all of them made it into the game:

LavaCrystal

 

MissileFrost MissileLava MissileLighting MissileNature

WizboDeath

 

LightningRod

Team Mischief

Managing Mischief since 2012

Libelle

Libelle is finally operational, and I’m pretty satisfied with it. Libelle is probably my most successful ludum dare entry to date. The multiplayer works pretty ding dang well, which I’m surprised with my self considering this is my first time writing a real server/client system. My friends actually thought it was pretty playable even when they had 230-300 ping (they are in NZ while I’m in california.)

Libelle is a game where you are a box that shoots other boxes. The first box to 5 kills wins the round and the next round begins! Here is some game play footage.

 

 

You can download Lieble here, Windows and Linux are supported!

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=10665

 

I’m currently hosting a server at: 67.188.172.220:6080

come play with me, and others!

 

Alien Raid: Post Mortem

Minimalism: The art of releasing a game with placeholder graphics =)

AlienRaid battle

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=6633

This was my 4th and my best LD by far, as I managed to bring Alien Raid to very close of what I planned from start.
The theme was a real challenge but the idea came quickly: Simple 2D RTS with crude graphics (despite my lack of artistic talent forced me to put more details in sprites that a “minimalist” would like).

The use of the new version of CrossDoc (shared at LD start) really helped to keep features in “possible” realm.

This is my first game at LD that used full Unity physics. Took me a time to tweak it for 2D-frenetic-lunar-battle scenario what prevent me from submitting Alien Raid for 48 hours compo. It’s done for the Jam at least.

The music was composed literally on the last hour.

What went right

  • To have a solid idea from start and a clear path of work
  • Like in last LD, gameplay base was ready by Saturday night. This leave the whole Sunday to graphics, sounds, music and to balance rules.
  • Unity 3D once again proved to be an invaluable ally.
  • Alien Raid code is heavily based on component pattern (like Unity). Things that would be hard to implement other way came free from this.
  • Music (I liked it =D)

Bad things happens

  • Graphics could be better. At least better suited for the game atmosphere.
  • This game is too easy when you learn to play (quicker alien re-spawn will solve) .
  • To play it well one must be in full will to figure it out.

Thanks! See you at LD 27

Towers of Rage – A minimalistic Beat ’em Up!

rate it!

Towers of Rage is a minimalistic beat ’em up game in style of Double Dragon & Streets of Rage. Just in case that wasn’t obvious from the title 😉
The game was largely inspired by one of our own games “Pixel Towers” (look here) in which you build skyscrapers filled with little 3-pixel people. We looked at that and thought: Wouldn’t it be fun to be able to walk through these buildings and beat the crap out of everyone? And so we decided to make “Towers of Rage”.

Here is an ingame sceenshots:
shot02

Click through here to get to the game: Towers of Rage

We hope you enjoy playing the game – we certainly enjoyed making it. Really looking forward to playing everyone else’s games!

Cheers,
Stefan & Simon

Folding – The process to minimize structures

Folding is a puzzle game where you ‘fold’ a simple structure into a even simpler form. Precisely, a straight line or a loop. Though the concept is not complex, some puzzles may be trickier than you expected.

Try it and wake up your minimalist inside!

 

Post Mortem

Photo on 4-30-13 at 12.58 PM

What went right

  • Simple but concrete design.
  • Unique(as far as I know) mechanism.
  • Use computational geometry.
  • Did design on paper.

What went wrong

  • Use Haxe and Haxepunk. They are the kind of immature technique I will not want to use again.(at least in game dev)
  • Not enough instructions. Some players got confused at first.
  • Not enough visual feedback.
  • A little (minor) bugs.
  • Tried to go streaming but failed. FMLE slowed down my laptop too much so I had to close it.

The Sentient Cube trailer

Wow, it’s been a while since I’ve done any video editing before. In any case, here’s a quick trailer I made for The Sentient Cube.

Tags: cube, Katamari, Katamari Damacy, sentient, The Sentient Cube, trailer, youtube

Comments

stromchin
30. Apr 2013 · 04:00 UTC
Very nice, there is a spelling mistake in the video though, at the end: “The setient cube”
EdoMiyamoto
30. Apr 2013 · 04:44 UTC
Yup, at 0:41 it says “the sentiet”, but nice video. And also, nice game :)

goldmine

It is done.

play

Comments

sfernald
30. Apr 2013 · 04:36 UTC
Omg, a new Activision 2600 game release!

We Made It!

First Ludum Dare Complete!! Well, mostly 😉

Gawdamn Aliens

Screenshot 2 - pretty intense Screenshot 3 - the devil has wonky boobs

——————————————

Controls –
WASD to move
Mouse to shoot
Hold D to bypass obstacles

Fend off the Gawdamned Aliens as a True American Hero.
Never stop shooting!
Guzzle sixpacks to shoot better! (Like real life!)
Infinite lives till they take your trailer!

——————————————

For my first Ludum Dare attempt I recruited my good friend Ryan64K to help with the graphics and sound. Unfortunately, Ryan had a root canal on the last day of the Dare, so sound got largely pushed off to the side..

When the theme was announced, the first decision we made was that this was not going to be an excuse to make all our gameplay objects into squares and circles. It was going to be an excuse to get rid of any gameplay element that didn’t implement properly on the first try.

We decided to take the genre of platforming wasd-shooters and express minimalism in terms of gameplay and level design. Most platformers use a set of sequential hazards and obstacles to keep things interesting. Hazards in our game exist in the form of a constantly descending stream of enemies, but our game uses a small, flat area with wraparound edges; not very interesting.

To remedy this we made the terrain destructible, giving the player an evolving landscape to platform around on. We gave the enemies powerup drops so the player would have a reason to move around. We did away with lives at first in order to serve the theme, but honestly every idea we had to replace them with made the game more complicated. We finally settled on infinite respawns at your trailer. Also we gave the hero a trailer. And a truck. And suspenders.. And just losing your powerups didn’t seem like enough punishment for dying, so we gave the player an accelerating firing rate that resets when you die.

In our first builds, the trailer and truck were destructible and took damage from enemy shots, but could be pushed around with yours. This turned out lame, both in terms of gameplay and adding unnecessary complexity to the game, so we went with more of an abduction interaction with the trailer, whereas the aliens will simply eat the truck if you give them a chance. The truck can, however, be used for cover.

HAX!

Just woke up from the best sleep of my life after posting the game around 6am. Having been my first LD i had a great time, even tho i only had around a day and a half to make it.  Enjoy.

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=23166

ScreenShot menu 1

The Tater Conspiracy Post Morte

Hi,

I thought I would force my thoughts on how my first Ludum Dare went on you all.

I created ‘The Tater Conspiracy’ which is a first person treasure hunt game and my first jam game completed solo. You can play my game on my LD page here: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=14993

TaterConspiracy 2013-04-30 10-39-16-90

Theme: I was honestly suprised at the theme when it was announced. I am a 3D artist so I was concerned that the theme would be very programmer-centric (like weird physics). Instead we got ‘minimalism’ which is an incredibly broad theme but one that suited me well enough.

Ideas: I really only came up with two ideas: one was a Rez-esque racing game the other was the treasure hunt I ended up making. The reason I chose the treasure hunt was so I could try out some mechanics that I hadn’t done before that would help me in future game projects I have planned.

Programming: I am not a programmer, I have played around with Game Maker and Action Script but I do not know how to write code for Unity (my engine of choice). Not too long ago I discovered Playmaker; an add on to Unity that allows code illiterates such as myself to create state machines visually. This was the first time I have attempted something of this scale with Playmaker and it performed beautifully. The game mechanics revolving around picking up and dropping items was fairly easy to implement and debug when I encountered them.

Art: Art was constructed in my 3D Package of choice. To save time models were not textured just assigned a colour value. Lighting was switched to a linear workflow and was baked in to give the game a soft natural look. Unfortunately Baking takes for ever and I had little time to optimize it for the best effect.

Problems: My game was over-scoped, too many unique mechanics. I had planned to enter TTC into the main compo but since I was out most of the first day I had to push for the Jam instead.

Baking takes forever! And because of that when I had to make some level changes to fix an error I ended up with some weird lighting on one of the fences.

My maze was unwinnable. I had accidentally put a wall that cut my maze in two! I only found this out after several people had played my game and got stuck. I have since fixed this but it meant several hours of reuploading (because the files are pretty big and my connection sucks).

This was a wonderful experience and was a great test of what I am capable of and what Unity and Playmaker are capable of.

The Tater Conspiracy can be played Here

Thanks for reading!

-Korda

 

Dogsplosion

And other stuff.

dogsplosion

guru

car

It’s a minimalist point and click puzzle game! Have fun!

PLAY IT HERE

This is not about my game. This is about motivation.

I know for fact that I’m not the only one in this contest that uses FL Studio for music, and sometimes even sound. I’m sure a fair few of you have it on your hard drive.

If so, I’d like to invite you to, have you not already done so, investigate the “Fruity Dance” plugin. Trust me on this.

I know everyone has their own thing to keep them going into the late hours, and mine seems to be to open the “Fuego96-FL Chan” project that comes bundled with FL Studio, leave the music on loop and the dancers in the foreground.

This seriously keeps me going for hours

Well, that and copious amounts of carbonated soft drinks.

Will post a timelapse, post mortem, links to music, and all that jazz when Windows Movie Maker decides to stop being dead.

In the meantime, here’s a bit of shameless advertising for my entry.

Comments

30. Apr 2013 · 07:41 UTC
Hah, I just discovered the Fruity Dance plugin this Ludum Dare too! My personal favorite:

LD 26 Complete

I was surprised by all the negativity that we saw around the concept Minimalism.  The whole point of the theme is to limit us, because it’s that limitation that spawns creativity.  I found it hard to come up with a game idea, and spent much longer then usual brainstorming, I took a shower and a nap when I would normally already have started coding.  But I came up with something eventually and I am pleased with the results.

Boximalism

Boximalism

Play.

Potato Dungeon OSX build is ready!

 

Potato Dungeon is playable in all modern web-browsers, but for those that wish to run it locally there’s now also an OSX version available next to the Windows version. :D

Linux versions are coming soon! We’re even considering putting in some extra work and making an android port, but that would require a bit more work for the touch controls, and of course difficulty tweaks.

ojo7

play, download, rate it here: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=18340

 

Small update for Tale of MiniMale

taleMiniMale02

A small update to adress what has been written in the comments for my game:
– you can skip the intro now
– the text popups are now properly displayed
new version here

I will keep the main link (Web) to link to the original LD48 release.
Thanks to all developers for this awesome weekend!
I’ve already played and rated a lot of great games – but I doubt I’ll be able to test/rate every single one of the 18k 23k games haha!

post-m

Well seeing as I was unable to post updates during the competition, I figured I might as well write up a quick post mortem.

Things right:
-The theme, this was the only one I had an initial idea that I liked, so I was glad it won
-The design, I actually created a game that was completable in the 48 hours, unlike the last times I entered..
-Bug fixing, surprisingly the game crashing bugs that came up were fixable in minutes instead of hours.
-The actual programming, which went pretty smoothly and quickly!

Things bad:
-I was out of town, which actually didn’t hurt too bad in the end. (Probably due to the theme)
-The color of the buttons. They look horrible as blue and purple, I should have changed them but my laptop was almost dead by the time I compiled everything..
-The remaining bugs, there are at least two of them left, and they are just of the sprites not turning off in those rare instances

If you haven’t played yet, give Planes a try!screen1

The Particle Swarm by KamuKuda — Post Mortem

Hey, we too made it! Check out our Flash game The Particle Swarm submitted after 65 hours of development and design %) Let’s play and vote!

mainscreen_cleared

And here’s how it went:

THEME +/-
We were a little disappointed to find out ‘Minimalism’ won as we’d been hoping for something more exciting. But we brainstormed for 30 min, came up with several ideas, and settled on a puzzle game with 2D physics—a player would need to direct swarms of particles to black holes. Unfortunately, we failed to put any kind of story behind the game (like, why the particles need to travel, and how the situation develops from level to level).

TEAMWORK +
We divided tasks between the three of us: 1) programming the game itself, 2) programming a level editor, 3) designing and preparing media files, including UI elements. So everyone minded his/her own business, sharing the results with the rest of the team when ready. Occasionally we all came together to fight about this or that, which in most cases was called for and helped our progress :)

GRAPHICS –
The visual design part appeared difficult—nothing seemed to both look good and comply with the theme (hand-drawn images that we enjoy wouldn’t work this time). The simple-shapes-in-real-space idea only dawned on me at the very end of day 1, which was rather late really.

SOUND +
Once we decided how it was going to look and feel, the music and sounds came easy enough—just found here and there, not made.

DEVELOPMENT +/-
The programming process went well on the whole. First, we wanted to employ Box2D, but then switched to Nape for productivity’s sake, which was the right decision! We did make a mistake of working too independently on the tasks of developing the game and the level editor—we should have shared both the materials and the code. But the integration went smooth anyhow. It’s good we used GIT for version control, even though no serious conflicts occurred this time.

MISC +
We were lucky—no power outages happened while we were jamming!
Also, we had 2 beta-testers, and they even took care of the team by feeding us :) A great many thanks to the guys!

= LESSONS LEARNT =
We should, of course, improve all of the things marked negative above. In addition, next time we have to allocate more time to level design and testing. Also, we should think the gameplay through better, in more detail, before starting to code—this will allow us to make fewer over-corrections and changes, which are at times confusing and always time-consuming.

LD, thanks for the fun and challenging experience!

Streaming LD games

I’m going to play LD games today! Yes, I’ll play games made by YOU! You can suggest a game for me to play, even yours, and I’ll give instant feedback (Sorry, English is not my native language, I doubt I’ll be able to speak so you understand).

My stream

Tags: livestream

LD26 Post Mortem

I didn’t post any updates here during the compo, I didn’t feel like it. But you can check out my progress at my website. I’ll crosspost the post mortem.

 

Last Ludum Dare I had to drop out due to personal reasons. Thankfully nothing happened the past weekend. So that’s one of the things that went right. 😉

 

Things that went right

– libgdx, if you’re a Java developer, check it out. I used Slick2D during my four entries before this one and I was satisfied with it. But libgdx is so much cooler. I tried a quick tutorial on Friday eve and jumped right in on Saturday. It worked out great.

– once again, I kept the scope of my game small: infinite runner with minimal input

– Android, this goes with libgdx, but deserves its own point. Porting it to Android is so easy and it takes no extra work at all.

– Making the jar/apk. When I used Slick2D I had to add the dependencies in myself as well as the resources. I don’t know if it could be done differently, I guess Maven could come into play here, but libgdx does all that for you. So once again, in case you didn’t get it: LIBGDX

Things that went okay

– my code. I tried maintaining an as clean as possible codebase. But I dropped that notion. BUT contrary to the previous entries, the code I had written during the “clean” phase of my Ludum entry has saved me from entirely changing up the code when I added different enemies. Adding new enemies now isn’t a hassle, while with previous entries I… well, let’s not talk about it…

Things that went wrong

– The theme. I don’t know why anyone thinks Minimalism is a good theme, because it isn’t. I was really rooting for anything related to Death/Afterlife because I had an awesome idea that I really wanted to use. But there’s always next time right?

– Ludum Dare isn’t really a challenge anymore. I can comfortably finish up the game by Saturday night/Sunday morning and use Sunday afternoon to nag about how I have to do art and use the Sunday evening to create bad-to-mediocre art. This is either because the game I made now is reasonably easy to implement or because of the theme. But, for the next Ludum Dare, I am going to try to make a more interesting concept, a bit more difficult, so that there will be this tension to make the deadline.

Ideas for next Ludum

– make it more difficult for myself. Ludum is a self-imposed challenge. It can’t hurt to make it harder on myself.

– perhaps enter the Jam with some friends or fellow Ludum participants. (might be a good thing for the art)

– practice art (an ever returning item)

 

I look forward to rating more of your games. If you want me to rate yours, drop me a message or tweet at @MyMilkedEek

Duds (Jam)

So here is the result of our Jam with the last minute decision to learn Haxe 1 day before the LD started.

It was a pain in the potato that we had to abandon our initial plan and spend most of the time figuring out how Haxe and Haxepunk work.

While the core mechanic is kind of finished we couldnt manage to add more features and polish since we had only 2 days due to RL.

Tools used:
IDE: FlashDevelop
Language: Haxe
Library: Haxepunk
Graphic: Paint.NET

The idea was to have factions with little dudes that will follow what you draw in the background. They will follow the newest drawing if it is in the range of the Duds and either attack/mine along the way (with aggressive move command) or just ignore everything and move towards target (passive move command).

Click on the Screen to play the game !

screen

Fav 5 so far …

In no particular order, here are five of my favourites thus far:

Undercolor Agents

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=10234

Fight aginst the Hue Invaders … maintain the monochrome status-quo! Also … the potential for 8-player local multiplayer mayhem means I’m bringing this game (and a couple of extra keyboards) along to my next LAN.

Runnerist

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=16667

Simple concept (just keep jumping) … devilishly hard to succeed. Awesome, addictive … and with some really nifty sound work too.

MinimaLand

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=2645

A nice twist on the minimalism concept … but even more than that, this game begins to reach into “experience” territory. Strangely moving.

Telekinetic Minimalistic Cult

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=21887

Hilarity ensues, as you attempt to sell the contents of your house to passers-by, without getting caught by the cops. Or run over. Words really don’t do this game justice.

(Follow the) Line

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=17883

Elegant, simple, and sublime. Does what it says on the tin, and does it gorgeously.

 

 

Played all those already? Why not give my entry a go –> Ablaze. </shameless_plug>

Comments

30. Apr 2013 · 06:54 UTC
Undercolor Agents and (Follow the) Line are really great and addictive games. 100% recommended !
AirRider3
30. Apr 2013 · 07:14 UTC
The src for the a tag on UndercolorAgents is wrong. Just copy and paste the url into your adress bar and you will be good to go.
30. Apr 2013 · 18:41 UTC
Thanks for spotting that, AirRider3 … fixed!

Ludum Mainstream!

50 most commented compo games yet!

(Follow the) Line – Chman – 

Join – Perry –
Ming Imah Lism the Wizard ! – Gustera –
hru – gilmore606 –
Mini Pirates! – josefnpat –
XYZ – ataxkt –
DudeJump – agnulf –
Coin Collector – anbreizh –
Dream Fishing – Sophie Houlden –
Budget Squad – deepnight –
The Creation – netgrind –
Hipster Annihilator 9000 – deige101 –
CubeMaster – JimmyLord –
AlterSpace – guestcheap –
Cube cube cube – rezoner –
WhiteSpace – argo15 –
NinjaFlare – 8BitPimp –
Velocibox – invi –
Darkness – LrdKzrth –
Freedom – orangepascal –
Between the lines – martijn –
Invertigo! – unusualcadence –
Ludum lupus – Yozz –
Canon – sparkleswirl –
Fallen Outside – DDDBOMBER –
Balls Balls Balls – matthias_zarzecki –
10 Second Language – Loren –
Fantasy RPG #58 – Martze –
True treasure of Kartoffelschloss – mortus –
minsweeper – Attrition –
Shoot (AAA_FPS_GOTY) – quill18 –
Composition with Yellow, Red, and Blue – DaveDobson –
Katana Senpou – saint11 –
DeaN – Sakuyan –
100% Safe Download – 3.14 –
Dieter Rams Memory – aquilicoco –
Battery – onzephyr –
Folding – raincole –
Boximalism – poohshoes –
BASHLAND – Breakout Mario Mashup – McFunkypants –
Nine Tails – dualtagh –
Schizophrenic Astral Return – saggiosoft –
PRISMA – Dark Acre Jack –
You Must Escape – GertJohnny –
REVOLVENGARDE – Andrio –
llab – tonic –
simpLify – SonnyBone –
Wandering Darkness – Graham Weldon –
Escape – caasi –
[ ] – Yukon Wainczak -

 

Enjoy! (Jam list coming later)

T.O.M.B.: Post-Mortem and a Timelapse

Play the game here.

I really hated the theme at first. Well, maybe not hate, but I had no idea’s on what to do. I started working on my “Parallel Worlds” idea instead, but I wasn’t very motivated since I knew it had little to do with the theme. After working on that for about 5 hours, I finally got the idea for this game. Thankfully most of the code and stuff I made could still be used for this new idea, so I didn’t waste that much time.

The development process went smoothly without much trouble. Creating levels took longer than expected because of the slight “puzzle” elements of each room’s unique rule.

The “hard” mode in the final game was originally the standard, and only difficulty. I thought some people might find it too hard, so I changed it to hard mode and added “normal”. (Which was also apparently too hard for some people) :)

Graphics turned out okay, although I wish I had time to make some more tiles and add some variety to the visuals. I like how the player sprite turned out. (So cute <3)

Overall, I’m happy with how it turned out and I will continue to work on the game.

Tags: post-mortem, postmortem, timelapse

Fearless sneaks in

Fearless is out there, ready to be played.

Here: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=5454

null

Fearless is a stealth game set in a pseudo-abstract universe, you also have to find and use upgrades scattered through the level to find new areas, to progress further in the mission culminating in an epic final escape.

null

At the last minute I had a bunch of nasty bugs and stuff that didn’t show up correctly or at all. But I got everything sorted out, and now it is fully playable for your pleasure.

null

I was very late to the beginning of the Jam, but apart from those last minutes difficulties, it was going pretty fast. I think Ludum Dare begins to have a real effect on my game making speed. It is very satisfying to see yourself making games more and more complete in less time. I hope you’ll enjoy it too :)

Fun at the first ludumdare

So this was our first ludum dare. We think this was fun, but it was also very hard on the mind, since we live in Denmark, so the times are at fucked up times.
We think we ended with an awesome game, that we love.
This has been a great weekend lots of fun. Now it is time to relax and play some games 😀
if you want, you can play our game here.
http://www.ludumdare.com/compo/ludum-dare-26/?sortby=default&q=total+viking+power
Display

 

– Headless Hobo

miNOMalism FINAL – those pheromones won’t disperse themselves

miNOMalism is a minimalistic food chain ecosystem simulator, with you being its lowest part. However, thanks to pheromone distribution, you can control bigger creatures and keep the races from going extinct and thus the whole ecosystem in a balance.

You can play online or download a Windows version:
http://www.ludumdare.com/compo/ludum-dare-26/?uid=1163

1163-shot1

Only a few people (outside the LD community) has played so far, saying it was fun and “damn, HARD!”

I’m pretty satisfied that we’ve managed to balance the ecosystem to be manageably stable and still quirky. Planning all the rules before hand in a strict manner with no loose ends probably helped.

This was my 10th anniversary Ludum Dare and 3rd Jam, but it was fun and exhausting as always! :)

Thanks to my teammate Eatacay, we’ve got a great music and some minimalistic graphics :]

 

 

 

Tags: final, title

maximumCuriosity postmortem

The LudumDare48 Entry

My second LudumDare48 ended, LD26, I once again participated in the 48 hour one-man-army compo. The minimalism theme was one I rooted for, and while at first excited about it, it soon became obvious that I did not have any idea at all what to do with it.

I don’t want to spoil the game by showing the ending.

Even if I am in many ways more pleased with the result than last time, I will first focus on what when wrong.

The megashort version:

Wrong
  • No software design
  • No idea about what to do
  • Sleeping to much
  • Working too little
  • Silly crash bug (Related to first item on list)
  • No inventory (Related to first item on list)
  • Very little gameplay (It’s more like a shared experience than a game)
  • More fail-states (Only time running out can give you game over)
Right
  • Neat little wireframe models fit the theme
  • Emptiness and strange music satisfies my idea of surrealistic minimalism
  • The game is completable and fully deterministic
  • If you only play it through one time, you won’t ever see that it is
  • Very little code written
  • Good use of engine-functions to generate content

 

Different next time
  • More clear idea what to do (Make a design spec of sorts)
  • Design the clientside framwork before creating gameplay
  • Add more gameplay

 

The long and ranting version

I have never played myst, and I’ve always been facinated with it, maybe more the idea of myst, I’m too adhd to get into games like that, but I think they allow the developer to focus much more on story and content creation, and the style of a point and click game lends itself well to the minimalism theme in my opinion.
I started with.. A ROOM! Knowing not what to do, I added some pictures to the wall, and started the program, I found that I had forgotten to turn on texturing for the pictures. An idea.. Clicking the pictures could do that! And that’s the  premise of maximumCuriosity.

While the theme should be considered quite forgiving, a lack of inspiration should not. Here in Denmark, the theme was announced at 04:00 Saturday morning after a hard week at work, so I was sweetly asleep when all that happened. Waking up and realizing that “my” theme had been chosen, I went back to bed, hoping a dream would bring to me the necessary inspiration, it did not. Waking up after oversleeping left me in a confused and unmotivated state, not exactly my expected state-of-mind, as I had been looking forward to participating the whole week! Nevertheless, Jenkins was prepared, and the skeleton code was waiting. The first (and quite obvious) thing I learned was that one should not rely on discrete states for complex progression behavior. I did not really know what to expect of the game, where it was going or what one should be able to do, so implementing some kind of state-machine never really came up.. There is no one state telling that the camera is now looking at this picture, or that to reach that state, other pictures need to be activated. Instead there is a mess of “If this picture has been clicked this many times while the room is blinking and the tree is spinning” sentences, NOT at all how one should do it..
And quite frustrating to debug too. This became harder when I decided to delete one of the pictures while the game was running. The next thing that went wrong was not really spending 3 hours learning to model the tree, it was that I did not continue to model more things, much more time could and should have been spent creating content, and the task of creating content for this type of project is a quite rewarding one, however again, a complete lack of direction did nothing to help me. Creating something you do not know what is is a frustrating and interesting experience. I though it could be a freeing experience because “hey, it will be whatever it becomes” but nothing comes out of truly nothing. The next thing to go wrong, where a series of strange and random crashes.. The first one I found was that I had forgotten to protect a (particle-system scope wide) variable containing the top datastructure of all particlesystems, this was an engine bug, I’ve called it psys, and much fun ensued when I created an array of structures called… psys in the game, this not-so-particle-related datastructure was overlaid ontop of the particle systems, but C, being the forgiving language it is, gladly did as it was told, and wrote particle-data into this memory-space, and all was good in the word, until ofcause, I took grab of one of the (game-scope) psys structures and wrote data into it, poof, particlecode crashed hard (who can blame it). Next up: Double-freeing data, this one was not really that difficult to find, I had removed a picture from the game-world at one point, then during the transition to the portal, I removed ALL pictures (including the one I already removed). Next up: random crash bug.. I’ve yet to find this, and not really sure what it is.. I did run the game through valgrind a few times, and apart from a few invalid reads (corrupting not-used uv maps during model loading), I did not found anything, and I also did not encounter the bug, I hate that kind of bugs.. However it seems less common with debugging symbols, so it’s probably overwriting internal data, not good, but well.. Can’t have it all, bugs are difficult to find when they don’t show up consistently. The engine is kind of crap, but that’s part of the fun! 😉 Next time I will definitely spend some time coding a basic framework for progression of gamestate. I may start building something into the engine to allow easy management of player inventory, atleast have the GUI support addition and removal of objects to a auto-resizing widget.

Not that much to say, I still believe that walking through the game is an interesting experience (the first time!).

Scribbles and stuff

 

Hey,

Dunno, if there’s any point in releasing my scribbles and notes after the jam, but I’ll do it anyway. Didn’t have the time to scan all the stuff in the last days.

ld48_1 ld48_2 ld48_3 ld48_4 ld48_5 ld48_6

 

As you can see, I first headed into a completely different direction with all the Mondrian stuff until I realized that I might not be able to implement it as quickly as necessary. So I changed my mind and did something else that is similar to the upper drawing on the third sheet, just circles instead of bars. And inverted. And for two players. See the last sheet. And the game. 😉

Thanks to ya all for the great time. It was my first Ludum Dare and I’m sure it won’t have been the last one.

Cheers,
Sascha