LD34 December 11–14, 2015

Rolla Grolla Arena Post Mortem

Hey Everyone!!

I hope you all had a nice Christmas. Anyway, I’ve recently written up a post mortem for my LD34 game Rolla Grolla Arena which you can view on my blog.

ld34funny

There’s still time to play/rate my game before judging ends so click here to give it a try. Also, I’m looking for more games to play/rate so click here to submit your entry and I’ll get to it as soon as possible.

Finally I’ve included a video clip taken from a Twitch stream last weekend where a group of people played and rated my game (which appears in the first few seconds).

Happy Holidays!!

Tags: 2D, ld34, Ludum Dare, post-mortem, postmortem, unity

Grow Trees… Or Something – Post Mortem

So this is something I didn’t expect to happen, around two weeks ago was Ludum Dare, where we all had only 48 hours (or 72 for jams) to develop a game, however because I had plans to go to a party that was some distance from home, I had much less time. Despite that I still managed to finish something, although honestly was disappointed I didn’t have much to show, so I could go and vote on other entries.

Voting

What surprises me is that I’ve had some nice and positive comments from many people so far, obviously I wasn’t expecting overwhelmingly positive comments of people thinking a game about planting trees, letting them grow and chopping them down with no time and a limited amount of space was the best they’ve ever played, however I was surprised to see many people saying how nice and calming it is, how it’s very peaceful and relaxing it was to play. Among that, most people said they were impressed that I managed to produce this in around six hours.

Concept

Originally, I was going to team up with an artist that I work with in my full time job as a programmer. When the themes were announced, we were hoping the winning theme was going to be non-violent combat, and had an idea for combating enemies with dancing. I cannot recall why we didn’t go ahead with that one, but we did also have ideas that involved growing trees, so when growing became one of the themes we ended up agreeing to it.

Development

After recalling the development stages, I’m not entirely sure if I did only work on the game for less than six hours. After the theme was announced at 1:30 am on Saturday, I went to sleep. I didn’t start working until around 10am when I got on the train to London, where I did at most 1 1/2 hours (see above). Because of the party, I didn’t do any work until Sunday afternoon when I got back home (around 4pm), and even then I had stopped to discuss any chance of salvaging what time we had left to work on the project with an artist. Once it got late enough I decided to call it quits and try for Monday.

.@CarelessLabs this. Also had an artist interested in working but he backed out due to work related stress. :( pic.twitter.com/oEszogkrdS

— Gamepopper (@gamepopper) December 13, 2015

Unfortunately I don't think I'll have time to finish my #LDJAM entry tonight. :( Here's what I have so far. pic.twitter.com/W25Q35NZma

— Gamepopper (@gamepopper) December 13, 2015

After getting back from work on the Monday, I quickly finished the last of the art work, added in some audio from freesound.org and uploaded it, so judging by the timestamps and when I took breaks, it’d be more accurate to say I took around 6-8 hours of the game.

Finally submitted my entry for #LDJAM, go and tear it up! https://t.co/8m7GoXUjsv pic.twitter.com/dRvvBqOQJe

— Gamepopper (@gamepopper) December 15, 2015

In Conclusion

Regardless of how long I actually took, what’s clear was that I honestly should have planned my time better, either by cancelling my invite to London or not take part in the games jam entirely. By having more time, I could’ve made a more complete and fulfilling game entry, and probably kept both myself and my artist motivated to working together. Instead I went on an assumption that because I managed to create games in shorter times in the past, that it would be fine this time around.

Thank you to all those who have voted, I have been enjoying all the entries that I have seen so far. I’ll be interested in what the final scores will be.

Tags: Growing, ld34, post-mortem, postmortem

Thanks for playing my game

I had no time to rate your games the last two weeks, so I started playing and rating today.

Thanks for playing my game, and if you haven’t played it yet, you can play it whenever you want. :)

PLAY MEMORY JUMP

MemoryJump 2015-12-14 00-05-35-13

new2

new3

new5

MemoryJump 2015-12-14 00-08-58-17

 

Stardust v1.3 Post-Jam

I made quite a few improvements to Stardust in update v1.3 The short summary is parallax background, trail, changing player icon, and some other minor fixes and adjustments.

Stardust v1.3I uploaded the v1.3 post-jam to itch.io for web and the other builds are located in a link on my game’s ludum dare page!

Our game has a trailer watch it NOW!

Our game SAVING THE OAK has a game trailer go and watch.

Go and play and rate it here: http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=40092

Tubutten Android

droidbeetle

My dev build is running on Android! I’ve also quickly ported the LD entry (link) so you can check out how well that works on your device if you like. Depending on your resolution some of the HUD may be cut off, but I’m already a little further with being resolution independent on the dev build. And it looks like some permissions get added by default the way unity and android SDK work together now (I certainly don’t use/need any so far)? Guess I’ll have to get an Android project manager after all …

 

 

 

Mobile version of Yggshroom?

So….after reading all of the post/comment on my Ludum Dare page, i really considering to make a Mobile version of Yggshroom.

there will be LOT of changes and improvement from previous version, and also this will be not only for mobile, but i’ll upload it on itch.io too

It’ll be free with ads (still considering this)

heres a screenshot from the main menu:

Untitled-3

mainmenu

yeah, i know, it is somewhat obnoxious looking menu screen, but of course its just temporary, i will improve and minimize it so its no this crowded

as for the game itself, still not quite done, some already done correctly i think, i already add more enemy variation, coins drop, etc, but still need LOT of work for it to be a “marketable” product 😀

so yeah, if you interested you can visit my personal web (just for s*it and giggle) and if you not yet played yggshroom, you can try it here.

thank you guys who played, rate and comment on my game, i really appriciate it, i’ll try to improve the game based on you guys comment

cheers

Continuing Development of Retro Rebound Challenge

Retro Rebound Challenge

After submitting Retro Rebound Challenge as my Ludum Dare entry, I received some positive feedback. I asked folks who played my game if there would be interest in me continuing development, and I decided I should at least explore the possibility of a full release.

I’ve spent the past week developing a real-time drag-and-drop level editor that can be used to create the in-game levels. It’s a bit crude, but it works. I am going to try to tighten the code up and add save/recall features.

If I can create some puzzles for a single player and co-op mode, I am considering releasing Retro Rebound Challenge as a full release. My plan would be to include the level editor so people can create and share their own levels.

As always, I am interested in your thoughts on the game, whether I should continue development (is there a market for this), and any ideas for improvements.

Floppy Snake Upgrade!

It’s been two week since the Ludum Dare took place, and i wanted to continue the development of Floppy Snake based on all the feedback i had here, and in my entourage. The main problem was the to small hit boxes, i also fixed some bugs that where not reported, enhanced graphics, and added sounds and music.

You can of course still play the original version for voting, but if you like the game i recommend you the post ludum upgrade, it is far better!

Link to the game

Hope you’ll like it!

Here are the modifications :
– Enlarged the hit boxes of the collectable objects (many many peolpe found they where to small, after more testing, i totally agree with them!)
– Added bonus bombs, you get some when you do not get hit for some time.
– Corrected a bug where objects were never destroyed after going out of the screen.
– Added some text to the interface.
– Changed the colors of the grass, to make understand that it is not hostile.
– Upgraded the shader of the enemys.
– Added some lens flare.
– Added a Shake Camera Effect
– Added some sounds.
– Added music that evolve with the lenght of the player’s tail.

Supreme Collider Postmortem

I was surprised, as I am sure a lot of us were, that there was a tie for the LD34 theme with Two-Button Controls and Growing. I think I was surprised more that both themes were given a thumbs up by myself in the final vote. Not only that, but they worked well together for what became my LD34 Compo entry, Supreme Collider.

It started off as an idea I had actually had floating around my head for the past couple years. I thought it might be neat if you started off as a pixel sized object and grew as you ate other objects on a playing field. After jotting some ideas down while watching Star Wars with my kids, I had a majority of the game conceptualized.

What I ended up with was a game where you use two buttons to rotate your circle left or right, or press both to move it forward. As a small circle, you collide with other circles of similar or smaller size to make their size a part of yourself. As you grow in size you become able to take on larger circles. At the same time, the other small circles are colliding with each other, creating larger circles themselves. If you collide with one of the circles that are larger than you, then you became a part of them and the game is over. You win by being the last circle around.

Supreme Collider in-game.

What Worked

One of the Ludum Dare creations I am most proud of is my Ludum Dare 26 entry for Minimalism. It had a simple mechanic: drag colored squares into the same colored box. Keeping it simple made it easier to write and debug. I didn’t have to focus on how two or more mechanics would interact. I wanted to follow that same idea here with Supreme Collider, since I had some commitments on Sunday that I knew would take some of my Ludum Dare time.

My original idea to create conflict in the game was to add a clock, thinking that at the very least you could race against your previous time once you got the hang of it. It didn’t seem that great, so I kept thinking about it. It wasn’t until about 18 hours in that I thought about the larger circles winning the collision battle, giving you something to avoid and hopefully keeping you from just holding down on the thrust combination and zooming along the world wrap.

I wrote Supreme Collider in JavaScript, using Phaser. I have been messing around with it for maybe half a year, but I was comfortable enough to use it for Ludum Dare. Like any new language and framework there is a learning curve, so I run into bugs that have no clear reason and troubleshooting takes time. I think I did well for this though, and I don’t think I was stuck on any one problem for too long. I will continue playing with Phaser and will use it in the next Ludum Dare compo.

What Didn’t Work

One of the pieces of growing was having a larger and larger physical mass. As objects gain mass it takes more force to speed them up or slow them down. This made the middle-to-late stages of the game feel tedious. I scaled it down, but it didn’t really make it fun, so I completely removed this from the game. Every object has the same mass, and they do not change.

As I said above, the clock didn’t seem right as a conflict driver or a scoring device. I liked using the total mass collected from the other circles for scoring, but if you win, you’d get the same score as anyone else. I thought maybe if I combined that with the time it took you to do it, we’d have something more meaningful. However, I just did a simple collected mass divided by the seconds times one-thousand. I think it might be sort of accurate if you make it into the middle-to-late stages of the game, but if you happen to collect a couple nice circles early and then lose, you could end up with a pretty high score. I need to rework it to combine the two numbers in way that more accurately represents your results.

The art was not-so-good. Actually, there wasn’t much art at all. I used circles to represent the objects and changed the diameter based on how much they collected. I would have to do some tests but it is potentially cheaper processing-wise to use a sprite and scale it, or maybe a few sprites for certain threshold sizes and scale them.

Conclusion

The best part is, of course, that I finished something that has a start, a middle, and an end. Of course, it needs work around the edges. I could add some random events, like an alien ship that runs through and shoots the objects before skittering off, or a two player mode. Overall, I am happy with this entry.

Play it here.

Tags: ld34, phaser

Back from Xmas, time for LD rating!

Christmas has come and gone so I’m back rating games, yippee! Almost at 100 coolness, but I’ll be going as high as I can manage.

As always, I rate everyone who comments me so give Slum Runner a play and let me know what you think! All feedback is useful!

logo

Now to play and rate the names on my comments list :)

Happy new year all!

Post-jam version of Hope is now available!

screenshot_v2-04

Hi everyone! I’ve been working hard on Hope and have since addressed a few issues from the jam version. I’d really appreciate it if you could all give it a look, even if it’s not technically eligible for voting, I’d still love some feedback. And of course, if you haven’t played my game already, please do! I will happily return the favor by including you in one of my Let’s Play videos and voting on your game!

You can check out my game’s jam entry here.

Or if you’ve already seen it, you can go straight to the itch.io page to download the latest version here.

Now I can start work on my #towerjam game. You can follow me on Twitter to get the details later. I’m excited to start work on it!

Tags: hope, jam, ld34, Ludum Dare, post-jam, update

Making of “Alien Number Attack”

Here’s a very short behind the scenes of my game.

Timeline

Note: I’m in Europe so for me LD is from Saturday 3am to Monday 3am.

Saturday 8:00 am: Wake up. Open laptop. See announcement email. Oh sh******t, I’d completely forgotten LD was this week-end! But, but… I have plans for the week-end! Sorry guys, I’m definitely not participating this time.

Saturday 8:05 am: Two buttons… binary… I have an idea! *Starts coding*.
In one morning, I got numbers falling from the top, destroyed by typing binary.

Saturday afternoon: Go out because sometimes you have to pretend you’re not completely asocial and all that. Ended up being busy until pretty late, so no more progress on Saturday.

Sunday morning: More coding! Added points, game over, arithmetics, difficulty curve…

Sunday afternoon: WHY DO I HAVE TO VISIT FAMILY AND STUFF I HAVE *THINGS* TO DO.

Sunday night: More coding. At 8 pm, most of the gameplay was there, but here’s what the game looked like:

binary

So in the time remaining I added some graphics (just a background image and some clouds), particle effects, intro and game over screens, sound effects and background music. I got to bed at 12:30 because I was working on Monday!

What went well

  • Finished another game, yay! And it’s pretty much what I had planned, so I’m pretty happy about that.
  • Got an idea in 5 minutes! Usually I spend hours brainstorming.
  • Idea was simple. Usually I have to throw away 90% to make it remotely possible to code in a week-end.
  • Got an actual *gameplay* idea! Usually I have vague idea for a thing with stuff and I still have no idea what my actual gameplay is until the very end.
  • Phaser. I used a framework, yay. Makes adding things like particles really easy.

What went wrong

  • Time pressure. FOR ONCE that I had a simple idea, I was still under time pressure because I didn’t find that much time to code. In the end I spent about 12 hours on the game (two mornings, one night).
  • Phaser. The thing when you use a framework is that sometimes you have bugs straight from outer space with cryptic stacktraces, which are very frustrating and time consuming to fix.
    In my LD33 making of I wrote “I’ll try and take the time to learn more about [Phaser] before next LD! (but that’s what I tell myself every time, and know I won’t).” Guess what? I didn’t! And I hadn’t used Phaser since LD33 either, so I was (re) discovering it as I went.
  • Getting stressed out and angry because of the two bullet points above made me a very unpleasant roommate. Not cool. It was pretty much the same for LD33, so I should work on that.

Final result

Play here.

binary-final

Hurrah!

Immensly enjoy playing many, diverse LD-entries. Also, while doing the compo, i learned quite a bit about programming, plus it strengthened my enthusiasm for creating applications.

But of course, main reason for this post is to “unlock” my profile, so I can give countless awards to myself 😛

[OMG! IT WORKED! finally, I exist 😀 ]

 

Squ Original Soundtrack

Clipboard02

I uploaded Squ’s soundtrack for fun on my SoundCloud account! You can play and rate the actual game on this page.

The music was largely influenced by Mario games – I actually listened to recent Mario Party soundtracks in particular to get an idea on how to get the sound I want. I’m not used at all to make this kind of joyful music so it was a pretty new experience.

Here’s the complete list of what I used to make the music & sounds of the game:

Software

  • Propellerhead Reason 8 (DAW, see screenshot below)
  • Audacity (conversion and mastering)

Hardware

  • M-Audio Keyrig 49 (MIDI keyboard)
  • Shure SM58 (voice mic)
  • Focusrite Scarlett Solo (sound card/audio input)
  • Audio Technica ATH-M50 (headphones)
  • Those $20-something speakers I’ve got since high school

reason

Post-Ludum Dare work – I just released my newest tracks on soundcloud.

Hey guys, I just want to share some post Ludum Dare work. Since Ludum Dare, I have been working on my music in a new way, focusing more on structure. Here are the new tracks, these are all tests, but I like them…


Hey! Look! more shameful plugs!

Please play and rate my LD 34 Entry. DECEIT

The viking fling game

It took my kids and I a while to come up with the proper “fling” mechanic for getting a satisfactory viking toss.  You don’t want it too heavy or too light.

Capture

Attack of the Vikings

ReachTheTop: Post Mortem

Hi reader/gamer/everyone.

I wanted to share the experience of my second entry in a Ludum Dare compo (the
first one being for the 30 edition, last year, at the same time but in team).

What went wrong

  •  The themes. I was confused when the two themes where announced because I am a regular twitch spectator of Ludum Dare’s video and it is the first time I saw
    this happening. So instead of restricting myself to both themes, I just throw one away (two button controls) although I saw great games these past two weeks that used well the combination of the two themes.
  • The preparation. I used Unity5 for the first time. Yet I should have premade some basecode and that was not the case. I could have concentrate more on content than coding.
  •  The scope. Like last year I targeted too many content (and you can feel it when playing the game).

What went right

  •  Wow, finally a _game_ from scratch made by myself. Felt so good !
  •  Worked all week-end, from 8 AM Saturday to 3 AM Monday with 12 hours of sleep (Paris timezone makes the Ludum Dare starts at 3 AM Saturday).
  •  Feedbacks were awsome! I decided to continue and make a post-compo version. I would love to keep it as a long-term project with constant updates.
    Here’s a screenshot. (The graphics are either made by me or @TChassin)

Graphics rework

 

I’ll probably open a blog and post a roadmap for the post-compo game that I temporary called Adventures of Azimov.

 

So thanks to every friends and familly that supported me and of course to my
girlfriend who makes the best cannelés in the world :)

And if you haven’t play it yet, try my entry here.

ReachTheTop

Merry christmas and happy new year !

 

Comments

28. Dec 2015 · 10:51 UTC
Cool people work without base code 😛
28. Dec 2015 · 13:59 UTC
Nom, nom, nom, nom… Hmmmm, le bons cannelés ! Félicitations à toi d’avoir fini ton premier jeu ! 😉

Play and share experiences!

http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=53964