LD18 August 20–23, 2010

A plea for scancodes

Guys and girl(s), when you make a game with keyboard input, please remember that not everybody is using a qwerty keymap. There are others, like azerty (French), qwertz, bépo, dvorak, and another one whose name I forgot.

So for example wasd for movement is pretty terrible and totally unplayable on an azerty keyboard… *Unless* you use scancodes and not ascii codes to bind keys to actions. That is to say, use the position of the key on the keyboard and not the letter that’s printed on it.

How to do that will depend on your framework/engine/OS of choice.

Other solutions:
– use non-moving keys like shift, alt, ctrl, space, the arrows, return, etc. (Some combinations can be problematic, for example DOWN+LEFT+CTRL doesn’t work here.)
– let the player choose his or her key mappings.

I can change my keymap to qwerty before playing your game, and set it back to azerty after, but it’s a pain…

Comments

26. Aug 2010 · 20:30 UTC
Remappable keys is probably the ideal solution, but I don’t think many frameworks have support for it built in, and it’s something that would take time away from actually making the game… I’ll have to try and remember to add it to whatever framework I plan to use next time.
snowyowl
26. Aug 2010 · 20:42 UTC
Well, Game Maker has remappable keys but not scancodes, so I’ll take that into consideration in future. I tend to use the arrow keys for controls anyway.
PsySal
26. Aug 2010 · 21:10 UTC
Ah, awesome. What’s amazing about this is I didn’t understand that’s how scancodes work. Remappable keys is good, but why does it have to be one or the other? Use scancodes and make them remappable.
26. Aug 2010 · 21:43 UTC
I picked up a crazy DVORAK keyboard that does switching in hardware. So any time I have to play something, I can switch modes with a key combo. Windows supports a hotkey for mode switching (default: CTRL+SHIFT). I use that on my netbook, and it’s not so bad. I think every OS supports a mode switch key, so instead of being annoyed, you could compromise.
26. Aug 2010 · 22:04 UTC
Even if you were to use scancodes (and I’ve never heard of a game doing so), what would you write in the instructions? “Press the key that would be W on a QWERTY keyboard”?
27. Aug 2010 · 22:56 UTC
or implement a vuia-movement instead of wasd-movement 😉 (NEO 2.0 anyone?)

LD Hidden Gems

With so many entries this time around, I know that I won’t be able to play every game, and I’ll probably be missing out on some really cool ones. I know that after the voting, I can look through the results to find the best rated ones, but this doesn’t apply to jam entries, and it’d be nice to get exposed to the compo ones while I can still express my opinion through voting.

Some great games have gotten some good press already, but I know there has to be more out there! What are some “hidden gems” that you’ve found? Games that we shouldn’t miss? Games with great stories and moods, technical beauties, or ones that excel in categories that don’t really align with any of the voting categories? Share them here!

Because you missed it: Part 1

Ludum Dare number 17 timelapse is uploaded!

http://www.youtube.com/watch?v=ut-CXi8UDYg

No, that’s not a typo. I never got around to editing the video from my LD17 attempt. So I had a little time left this evening and thought I’d get it up today. Go me. This is going to be a two part video becuase I did take a lot of footage. I seriously did try to crop it all under 15 minutes but couldn’t crunch it enough. So, after I upload the second part to this, I’ll upload my LD18 timelapse. Does anyone know what I do with the screenshots Chronolapse takes? Is there a program or utility I can use?

(please note I juu-uust uploaded it so the early views may have quality sufferings)

Comments

TheGrieve
27. Aug 2010 · 14:56 UTC
chronolapse itself will handle the images. Just go to the video tab, point it at your image folder, select a destination and go!
xhunterko
27. Aug 2010 · 20:35 UTC
Huh, okay, I’ll be sure and look at that then.
xhunterko
28. Aug 2010 · 02:09 UTC
Is this too long?

Big Boy Update

http://illusionaldesign.net/Post_LD18_BigBoy_bin.rar

Did some work on Big Boy during the week to get it to a more complete and runnable stage. Heres the changes:

– Used a fixed time step to make physics, etc more stable

– Revamped the physics and collisions

– Cats can now be thrown properly

– You can now die and there is a game over state

– Added some extra sounds

– Variations in enemy sprites (purple/pink cats)

I need to do more work on the AI but the game is quite playable now :) Enjoy

The Lair of Fungal Wonder Post-compo Version

Since a couple of issues with the random number generator conspired to make the game a little harder than it needed to be, I’ve done a post-compo version of the game.  The changes are:

  • Altered fungi generation to always leave a gap for the player to get through.
  • Altered fungi generation to ensure the full range of fungus types appear within a reasonable timeframe.
  • Weighted weapon toadstools to appear mostly on the front of the ship.
  • Added menu to the title screen.
  • Added easy mode (less ship inertia, less frequent (and not intensifying) spores, less frequent boulders).

And I’ve also uploaded a couple of videos of me playing through the game (spoilers, obv.):

Peaceful playthrough

Destructive playthrough

They’re slightly jittery because I had a hard time finding a screen recorder that actually worked. Fraps, camstudio, and taksi were all far too slow; I wound up using gtk-record-my-desktop on Linux (which I have on a different partition on the same machine, so it’s not a hardware issue).

De-constructing Alpha Channel

Well, it is a week now since I started working on Alpha Channel for LD#18, my first such competition. In fact, the first time I tried to make a real-time game in nearly a decade, I think!

I came in with no pre-conceived game-ideas, but was really happy that the theme was one that would give me ideas on how the develop game mechanics. I already wrote a journal of how the steps in development went, but I thought I’d discuss my post-competition thoughts now that I’ve had time to relax and to look at 30 other entries.

Apologies now, in case I go on a bit (I know I will :P)…

How did the competition environment compare with regular development?

One of the biggest problems with my own projects, games or not, is that I am both a perfectionist and a feature-creeper. Not particularly unusual among developers, but it does mean a lot of overly ambitious, though unfinished, projects lying around.

journal_bad_pixels

Early version

Working within the competition time constraint was frankly liberating! My ability to throw something together in the most slapdash fashion with a “That’s good enough; I’ll do it properly if I have time at the end” was great. Although I did come back to redo a few things better on the second day, the changes were more to do with directly improving game-play rather than less tangible improvements (like improving the frames per second by 0.1 through excessive attempts at optimisation :P).

The fact that I could get out a moderately playable version so quickly, then iterate towards the final product, was great. Well, that part isn’t so far away from my regular style, but I usually end up getting more involved with re-factoring during the iterations than actually adding new things, which slows apparent progress significantly and is thus demotivating.

Does Alpha Channel have a future?

After my testers and scorers had played my game and seemed to quite enjoy my game, as far as it went, I was seriously considering further development. I was actually surprised how much people liked it, to tell the truth. The thing is, with a bit more variety and polish, I think it would actually make a decent casual browser game. The problem is that Alpha Channel is not a browser game and I don’t have a lot of interest in learning how to re-make it as one.

journal_death

Death of a pixel

So, I think I failed a little. In trying to make the game and its mechanics simple (though, I hope, elegant), so that I could largely complete it in the time frame, I sort of missed the opportunity to start making a game with depth, even if I barely managed to scratch the surface of its potential in the 48 hours. Only this sort of more involved game, I think, can have potential outside the browser environment.

Where the graphics stylish or lazy?

Final graphics

Final graphics

Weeeell, that is a difficult question! As I mentioned in my journal, I had originally intended to use a pixellated graphical style, but instead grew attached to the place-holder block graphics and developed that style instead, changing the original concept (wizard and monsters) to one that fitted with the style I’d developed (pixel wars). The background score/level indicators, although most people felt they would be distracting before actually playing, just add to the feeling of being inside a computer screen and, since they barely change except in the top right hand corner, weren’t visually disruptive.

I think the basic idea of going for bold colours and blocks worked to a large degree. It also allowed me to give feedback on health (via alpha channel) and energy (via blue channel) quite elegantly. I do think, however, that I could have made more effort with particles and perhaps other special effects, necessary to liven up what was otherwise a rather flat display.

I’m honestly hoping that Lair of Fungal Wonder has inspired me to really put some real visual flair into my next game! I’d be using pastels rather than watercolours, but the idea would be the same.

What would you do differently in the next Ludum Dare?

Although I am not at all sure that Alpha Channel is really worth continued development effort, I like it! I really enjoyed making it and people actually enjoyed playing it, so it definitely was a success in a lot of ways.

I don’t know that I’d have enjoyed making a barely playable game that was complex enough to have a lot of potential, so I’m not sure I would want to try that tack in future competitions. Admittedly, with experience of LD now under my belt, I probably wouldn’t have to aim so low as I did. I’d also want to learn a few of the facets of the libraries I was using that I realised I wanted to use, but knew I didn’t have time to learn or wanted to risk not being able to get working (specifically on-line high scores & hooking up a proper physics engine). I’ve already started committing some improvements to libraries I’ve used (and will use) if only so I’m better prepared and less likely to find bugs when I’m in the next competition!

The biggest thing I’d do differently is to improve the interface. A simple title screen and/or some nice instructions pages would have made a big difference (I had an instructions page, but it was just one big page with tiny writing; should ideally have been a couple of pages with large text and illustrations of how to play). I needn’t have spent much time at the end on something like that to make the game a lot more pleasant to use, considering that game-play wasn’t immediately obvious. However, having made a game-play video and the fact that the game was pretty simple once you got the hang of it, I don’t think I was crippled by lacking decent instructions in this instance.

Your Opinions?

If you’ve got this far through the wall of text, you must have something to say about Alpha Channel!

Anthill Post-Mortem

I made some adjustments in my game and fix some bugs:

->The ant does not stop instantly when it hits the wall, now it bounces off softly.
->Fixed errors in the saving system.
->The bullets of weapons destroy each other.
->The leaves recover life completely.

Download: http://dc152.4shared.com/download/96-7VECM/Anthill_V2.rar?tsid=20100829-005355-26bf694f


Until more guys!

Postentry & postmortem

Postentry

So I finish!!!! Yeah, a little late, but I’m done.

I know it couldn’t compete in the jam, but following that ultramotivational posters, I know this must get done.

Cause I cant work the next 24 hours on the jam (monday agenda), I decide to pause my project and restart it the next weekend. So you can play AWARENESS here.

screenshot1awareness 2

Postmortem

The obvious subject I must talk is my entry delay. Since I didn’t design anything in the first 24 hours, this rans everything away; also I knew early that, surely, I couldn’t enter on the compo either the jam (cause I already had my Monday arranged). The only think I miss about not been applied were having a wide voting and people comments.

The theme was a little bit hard to take from frontside, and my newcomer nervousness hindered me to adopt any design idea. I must admit that this isn’t one of my best game ideas (I doubt the whole thing while coding) but if I want to finish this game, I must convince myself and trust the instinct.

I was distracted a lot, I went to the movies (to see predators), redrawing images 4 times, and spent hours on wikipedia ‘researching’… that adds presure when you don’t have your design ready.

The design results in simple ideas: a short game (less than 5 minutes to play), use simple mechanics appealing on player’s physical dexterity, and allow him to ‘play’ with fake physics. Aestheticaly I wanted that to make the player feels in control of the situation, even if he must react to the attacks; and provide an attractive challenge curve with little rewards. The theme and graphics were inspired by the course of the golden flower images.

Coding and drawing wasn’t a problem (even if they look messy). Besides an awful angle calculation issue, I feel confortable with flixel (it isn’t the 7th wonder, but helps you to work fast). I felt confortable with the tools. The pipeline was very straight when things were clear: idea + calculation + draw (x4) + code + recalculation + code + (doubt) + grapich retouch + audio + code glace; and lot of playtesting.

What do I learn and should do/avoid on next LD’s (and other projects):

– Finish what you start. Even if deadline is over, or the idea isn’t good enough for you damn perfectionist.

– I must practice rapid/random gamedesign.

– Avoid distractions, use them as a weapon to clear your mind and let him think alone.

Questions for you

Did you quit the compo, or didn’t finish on time? Why? Do you agree with my first conclusion? Sounds fair for you?

And did you play my game? What do you think about it?

Comments

stqn
29. Aug 2010 · 13:00 UTC
Not bad for a one button game :).

Spacenoid postmortem

This LD was very fun and I hope to participate on more of them soon. The Spacenoid source is already cleaned, but I don’t know if it’s permited to update the source on voting time so I’l upload it at the end of the voting phase.

Some things went well it the game, others not so much. What I failed with:

-The game was too buggy.

-Although an interesting concept it didn’t offer much.

-The music was awful.

-The “Fail Ship”, as I like to call, can be a little too distracting and inacurative.

-A mouse control would be better for it.

Oh well, it was fun anyway and I’m making a remake called Spacenoid DX, and it will fix Spacenoid’s issues and add a couple more stuff. No screenshots at the moment but I will show some soon.

Tags: postmortem, spacenoid

Postmortem (or I hate javascript!)

My foiled post.

Things that went right:

  • Cooking. I didn’t like the theme and had no ideas (and I’m pretty sure I voted for the theme). So I went and cooked dinner and ended up with a really good idea. Well, I thought so.

Things that went wrong:

  • I tried to get Slick 2D working a few hours before the compo started. I couldn’t get a simple blank screen up in an applet. So I gave up and switched to Canvas.
  • I didn’t have a javascript framework ready ahead of time. I tried to shave some time off by re-implementing some of the code I used in LD17, but creating an engine in javascript just sucked a lot of time away.
  • I needed path finding and grabbed a random javascript A* implementation off the web. Other than having issues integrating it, I also ran into performance issues. And in retrospect I’d have ran into licensing issues since there was no explicit license. This past week, I’ve been converting a fast implementation of A* to javascript. The old A* took 2,240 milliseconds to path a very simple blockade. The new A* took 100 milliseconds to path the same blockade. An order of magnitude better, awesome! Except I need less than 16 milliseconds to fit within a frame, so I need to break the algorithm up so I can compute it over several frames. In javascript. No thank you.
  • I tried to write a game in javascript. Being weakly typed, I ran into so many bugs that should have been caught at compile time. Typo one variable name and the interpreter just creates an instance of it. Nice. I also ran into problems with firebug. Things like infinite loops causing the debugger to not function. Even if you put a breakpoint in before the infinite loop starts. I switched over to Chrome and had less issues. But I don’t think I’m ever going to write anything this complex in javascript again. Spending hours tracking down things that a compiler could’ve caught in seconds is not my idea of productivity.

What I’ll do in the future:

  • Check out and vet my tools ahead of time. I think I’ll try Unity. Or Slick 2D again (with more time spent getting to know it). Or anything that’s strongly typed. =p
  • I may continue with my tower defense idea, because I still think it’s a good game. But I’m trashing the code I’ve got so far in favor of something more fun to develop in.

Comments

05. Sep 2010 · 12:35 UTC
You can’t handle dynamic typing? Jeez, bro, I always thought dynamic typing made things easier.

Walls!

Hello folks. I’ve been tinkering with my entry for a while now, and I’m ready to release a second post-competition version. This is a much more substantial release than the previous, and contains a number of changes which greatly alter the way it plays. The flow between offense and defense still isn’t quite the way I want it to be, so I’ll continue development for at least a few more days. Feedback would be very much appreciated.

Current version: http://vacuumflowers.com/temp/bubble_tag_current

Changes include:

  • Defensive walls
  • Boulders which supply resources (for repairing walls)
  • Bubbles now act as shields
  • Bubble size reflects current health- this acts as a HUD-less indicator of health. It also means that the more health we have, the easier we are to hit.
  • Part count is now capped- destroy the core of a larger enemy base to upgrade
  • Lots of tuning

I would also like to thank HybridMind, who helped test and had some good suggestions.

Infiltrator post-compo edition in progress

Since there was such a good response to my LD#18 entry entitled Infiltrator, I’ve been working on-and-off on a post-compo edition. It’s nearly done.

post-compo

A list of what I have done so far can be found by clicking “read more.” (For now, just a raw dump of my changelog summaries. I’ll put together a more complete list of what’s new once I am done.)

  • Implemented running (use SHIFT)
  • Implemented sound and oneway flags for triggers
  • Added beeping sound effects for timer counter
  • Reworked munitions dump level
  • Added background tile layer
  • Added transparent shadows
  • Added smoother level transitions
  • Added full level save-state recording (well, most)
  • Clarified “neutral” enemies (which are now in same clan as player)
  • Mines now leave scorchmarks
  • Fixed player HUD being overlapped by game objects
  • Redid level triggers so a desc can be given at same time
  • Further fleshing out tutorial level (added explanation for continue pads)
  • Added resume game function, which uses a Flash cookie to store all level states
  • Added ability to save/continue game
  • Added new large explosion for mines/rockets
  • Soldiers now leave dead bodies (which can be thrown by large explosions)
  • Soldier pathfinding fully in place
  • Soldiers can now patrol along pre-defined routes
  • Holes dynamically added/removed from Astar nodegraph
  • Added Pathfind testing level
  • Added ability for troops to return to original spawn point via pathfinding
  • Implemented Astar pathfinding
  • Added continue points in levels
  • Redid door/sensor tiles
  • HUGE performance increase in enemy rendering: Only re-generating sight-cones when changed
  • Levels are now loaded from XML files and no longer hard-coded
  • Added must-kill-enemy flag to doors
  • Expanded intro level to teach about must-kill-enemy doors and mines
  • Slightly improved the tile artwork

My LD entry is being stolen!

I have found a few game sites with my Ludum Dare entry, Money Thief as one of their games. They have published this without my consent, and I’m not sure how to get them to take it down.

A quick Google search for “Money Thief game” shows at least two sites with it featured as one of their games. The only site I’ve actually uploaded it to are Kongregate and my own site.

What do you guys recommend? I’m going to go ahead and site-lock my entry and my version on Kongregate, but how can I get these other guys to take it down?

Comments

30. Aug 2010 · 16:00 UTC
Well, you can sure try contacting them, but I think the general rule is, if they see it, they take it. Most sites will take it down by request (most of them will ask before putting it up, in fact! Or like one site keeps doing to me, putting it up and THEN asking if that was cool). Sitelocking would stop them for sure, but it’s too late to stop the spread now. The trick is (again, too late) that you want to make the version you have up be one that you WANT spread around. Take advantage of the expected thievery. Full of links to your site, maybe with mochi ads or whatever plugged in so you benefit from it. Their expectation that they can grab it for free is not crazy – most flash games are intended to be spread around and built to benefit from it, so they could rightly think they’re doing you a favor by posting it.
snowyowl
30. Aug 2010 · 18:35 UTC
Upload a post-compo version that is site-locked and better in every way than the current one. Actually, I think you’re doing that already, so that’s not as helpful as I had hoped.

And it can’t hurt to send a polite letter to the other sites. Sometimes it’s an honest mistake.
30. Aug 2010 · 18:44 UTC
What I can think of:
30. Aug 2010 · 19:23 UTC
Just send them an e-mail. The sites are not as evil as you think, and will take it down upon request. A friend of mine had similar problems, and one simple nice e-mail was all it took and the sites all complied.
zachwlewis
30. Aug 2010 · 20:17 UTC
Thanks for all the advice! I wanted to keep my 48 hour submission pure (only what I’d done in 48 hours), and I didn’t have the time to “web-ready” it.
sfernald
30. Aug 2010 · 21:58 UTC
I would just try not to let it get to you. I had a flash game that was only available on my web site. It ended up getting top ranked for some google searches and I was making $100+.
05. Sep 2010 · 18:34 UTC
Ironic given the title of the game. Nice game btw, I can see why they’d want to steal it.

D3SCENT — Post-mortem of sorts

Well I’m been putting this off for a while but I might as well do it now.

This past LD was quite the challenge for me, especially the theme, I found myself unmotivated by the fact that the theme more or less dictated most of the gameplay, thus more or less disallowing me to go about my usual “wing-it” strategy. I had this idea for a game pop into my head the night before the compo as I was about to fall asleep, and I was really hoping for “Hidden depths” or whatever to win so that I could use it. My mistake was probably getting so excited about that one idea, and as a result, when I got the actual theme I was too disappointed to bother looking further into the theme. I went for a walk and got an idea as to how I would make my game concept work with the theme, and got really excited. The idea was that your character would get parts from enemies and would then craft weapons out of said parts. The idea quickly died as I realized I’d be spending my whole 48/72 hours fighting the inventory system. Once again moping about, I noticed Hamumu had posted some of his ideas for anyone to use, and, desperate as I was I read away.

One of his ideas, which I don’t remember at this time, sparked an idea in my mind: Have turrets shoot circuit boards that power electric gate things! It wasn’t much, but I figured I could cram it into my game concept from the night before. And then I started work on D3SCENT.

It was interesting to make a game that focused on storyline first, game mechanics second, as I almost always do the opposite, “Oh, here’s the engine, time to staple on a couple lines of humorous dialogue”. I quickly realized that for D3SCENT to be a success I’d need to focus on story first, which ended up being true, once I had the story in place I was able to create the ambiance and world it called for, and meant I didn’t have to go back and tweak the whole world to make it fit with the storyline.

I’m very happy with my end result, heck, it got featured on Byetjacker, but I’m tired of fighting with and for gamemaker. I should be getting flash CS5 sometime soon, so I’ll try working with that a bit. Though I’ll probably have to stick with GM for the next LD or two until I’m comfortable with flash.

Comments

07. Sep 2010 · 17:16 UTC
If you plan to keep on using GameMaker, I would recommend using GML (the code block seen in the “control” tab). It makes GameMaker a whole lot easier to use. DragnDrop is for whimps. 😛

48 Hours Later Too Hard?

Some people have been complaining that my entry was too hard. Perhaps it is,but I was playing on it tonight and I managed to get to wave 9 of 10, almost completed it! 😛

ScreenHunter_01 Aug. 30 23.08

The ranking system is definitely all over the place, I will need to take a look at it once the competition is over 😛

Tags: 48 hours, competition, flash, score

Comments

shockedfrog
30. Aug 2010 · 21:20 UTC
I actually thought it was too easy, think I had quite a lot of spare ammo.

AVOIDAL – Finished!

AVOIDAL Final Version!

I am pleased to present the final version of AVOIDAL. It has gone through heavy changes since my last post-compo post.

I’ve been working very hard on it since Ludum Dare concluded and have put about 30 more hours of work into it (or about 50 or so total on this game so far.) I wanted to be able to get this finished in time to submit to August’s Experimental Gameplay Project since I was aware of their theme of “Zero Buttons” while I worked on this and I was able to do it!

Big thanks to Sparky who has given me a TON of invaluable feedback and ideas while tweaking this final version.

The menu should read v1.0.7 or greater in the top-left or your cache is old.

RECENT VERSION HISTORY

v1.0.7 – Posted 8/30/2010

  • Made HUD a little less cluttered

v1.0.6 – Posted 8/30/2010

  • Combo introduced and capped to x5 multiplier
  • Mines now can start moving around at higher levels
  • New “Mine Streak” bonus awards at 10,25,50,75,100,150,200
  • New menu layout
  • Tracks local highscore, highest streak and difficulty for local replayabilty and challenge
  • More sounds added for new notices and awards

v1.0.5 – Posted 8/30/10

  • New visual effect and sound effect for when a spike hits a mine (to differentiate and add variety from when a seeker hits a mine)
  • Smoother angled robot effect when mouse moves left and right
  • Smoke toned down to be less distracting
  • Mine lifespan increased at beginning to 6 seconds instead of 4
  • Added a 10 frame damage image to the robot torso to also help show player health
  • Adjusted game to run at 60FPS instead of 30FPS
  • Smoke now appears behind player sprite
  • Fixed score bug

v1.0.4 – Updated 8/29/10

  • More changes to difficulty curve based on feedback
  • Added Animation on How To Play screen to easily explain game mechanics instead of having as much text to read

Tags: actionscript, as3, avoidal, browser, final, finished, flash, game, postcompo

Comments

blitzgren
01. Sep 2010 · 03:34 UTC
lots of fun! great improvements on an addictive, no click game. anything above the 1mil score is crazy to me

Robots <3 Monster art update

I’m going to work on a iPad/iPhone version of my Ludum Dare entry and had a friend help with some art brainstorming. Here are a few drafts. What do you think?

Current look: (Entry page: http://www.ludumdare.com/compo/ludum-dare-18/?action=preview&uid=2612 )

Screenshot
Current look

New drafts:

Main character

Main character: The idea is to drag the monster around by moving the eye.

Current robots

Updated versions of the two robots already in the game

New robot concepts

New robot concepts: Big slow robot that can take a few hits. Slow hovering robot that shoots with smaller robots. Some powerup!

Comments

02. Sep 2010 · 05:06 UTC
Very nice! But the idea to control the main character by dragging its eye… Its my main character! I dont want to hurt him! :-)
milsom
02. Sep 2010 · 21:27 UTC
personally i loved the child like style graphics of the entry to the concepts :) they had a certain cool style to them. The concepts look great too tho :)

Ludum Dare Excuses

Wrote a blog post making excuses as to why I didn’t finish my Ludum Dare entry here:

http://hobbygamedev.blogspot.com/2010/08/ludum-dare-18-and-pyweek-11.html

tl;dr version:
“Turns out having a toddler and an infant to take care of is pretty time consuming.”

Why yes, I am shameless enough to blame it on my kids. Mostly only had code, but I did take this picture of our brainstorming session:

Maybe next time. Great job everybody!

Comments

Martoon
02. Sep 2010 · 03:52 UTC
Good to see your wife was on board with the theme.

Astrovax Update

I’ve been tinkering with my LD 18 game over the past week and a half. The main things I’ve added are online leaderboards, background graphics and better in game help.

It seemed like the main problems with my game were confusion over how to play, very bare gameplay unrelated to the ‘story’ mentioned in the readme and misunderstandings over the goals. There are now several pages of in game help explaining the mechanics, with pictures, that will hopefully clear up how the vacuum mechanic works. I’ve added some nice tile mapped backgrounds and an intro ‘cutscene’ which should indicate that you have to defend the area beyond the left of the screen. Finally, it’s basically a score based endurance game so the leaderboard should emphasise that part of it.

Astrovax also turned out quite addictive, hopefully the leaderboard will make it more so. >:D

Astrovax Preview

The new version can be found at astrovax.moop.org.uk.

Comments

Zillix
02. Sep 2010 · 14:29 UTC
The introductory stuff was a cool addition! Some additional background image would be nice, like some stars floating by. High scores are a cool feature; I couldn’t get the ingame display working, but the link from your webpage worked just fine! My favorite way of keeping the screen clear was to get the earth shield and absorb a bunch of hits, but it was hard to tell when it was going to run out. Some sort of indicator would be helpful there. Nice additions to your game!
moop
02. Sep 2010 · 15:42 UTC
Glad you liked it.

Doooors: a post-compo version of my game

So yeah, I finished a post-compo version of my jam thing. I’m quite happy with it, but beware, it’s really REALLY hard.

doooors3

BWOOP
download

== CONTROLS == (These are explained in-game, too)
Arrow keys = move
S = jump and confirm
D = pick up and throw
D + Down = put down
D + up = throw upwards
R = restart
Esc = Quit
Note that the speed of thrown objects changes depending on your own momentum while throwing. That is, throwing stuff while walking makes them fly farther.

Comments

Danik
03. Sep 2010 · 17:34 UTC
Ingenious level design. :)
snowyowl
04. Sep 2010 · 19:08 UTC
Awesome!

Any hints for level 6? :)
snowyowl
04. Sep 2010 · 20:19 UTC
Also, bug report: doors can get crushed by those metal things that open when you press a button (I would like to call those metal things that open when you press a button doors, but that name is taken). If you then go through the corresponding door, you don’t come out.