LD18 August 20–23, 2010

Announcing my Mini-LD Game – Early, but What the Hell?

I’ve just started on something that will take some time to complete, and even probably well into the Mini-LD. Therefore, I’m declaring it as my Mini-LD entry.

The game is about as simple as it gets, and is designed primarily to be something that I can actually finish.

It is a platformer about a fox trying to rescue her beloved soft toy from a gang of dogs. (This is a premise I’ve used on countless unfinished things, I may as well recycle it)

I’ve currently got some sprites of the player, and also a bunch of sprites for terrain.

Here’s a picture of the main character, for those interested:

Isn't she cute?

Isn't she cute?

I’m thinking that I’ll call it a day. Tomorrow, I’ll finish up the terrain sprites and hopefully get some code together.

I’m not hoping that I’ll finish it: I will finish it. No excuses, no whining, and no quitting. I won’t keep flaking out, and I won’t keep hating myself for doing so. There’s no excuse for my flakiness, and it won’t continue.

My first entry


So here’s my first (mini) Ludum Dare submission. It’s a week early, but due to Sophie’s leniency on this month’s rules and the fact that I’m going to be busy the next weekend, I thought I’d best get it done now (plus my wife went to visit a friend so it was the perfect opportunity to do some hardcore coding!)

The collaborator is my wife, and we discussed the theme “Greatest Fear”. She’s a bit of a hippy, so her greatest fear is environmental change, where loggers, evil corporations and cities have taken over the world and there are no more trees and greenery. We talked about a potential game idea, perhaps a 3D globe where you could save the world by strategically preventing loggers from clearing forests, planting trees and building sustainable energy centres. In the end though, we decided that the idea was turning into some sort of dry economic simulation, and although it was probably educational you have to ask yourself the question: Is this game going to be any fun?

I returned to the idea a few days later and looked at it from a new perspective: gameplay. The environmental theme is still there but the game is much more focused now.

The premise is that there are 2 sides, the Hippies and the Loggers, each fighting to own a piece of land. The Hippies want to plant trees and the Loggers want to cut them down and build cities. Each side gets a selection of units to send out into the field: you have Bulldozers, which are very slow but have immense pushing power, Hippy Vans which are fast and agile but not as powerful, and Hippies & Lumberjacks which are the generic ground troops and are cheap to produce. Units that reach the other side wins some land for your side but you will need to defend it from incoming units as well. The result is a fast paced twitchy game with subtle strategy using a tug of war mechanic. You’re constantly sending out your troops to push the other side back and hopefully get some of your units to the other side as well. I drew heavy inspiration from games such as Plants vs Zombies, and an old PC game called Gearheads. For 2 days solid effort I’m quite pleased with how it’s turned out.

You can try the prototype here
http://www.phidinh.com/ludumdare/mini21/

I created all the graphics and programming myself using Photoshop and Flex/Flash. Sound effects were created in sfxr and for the soundtrack I used royalty free music from soundtaxi.net. I got my wife to do a bit of voice acting too! As this is my first Ludum Dare I found the whole process to be a great learning experience. I’ve never written such bad quality code in a long time and yet this is also the first time I’ve managed to complete a game programming project. I think when you really let go of professional development values and ignore things like perfect design patterns and just embrace rapid prototyping, it becomes a whole lot easier to deliver something of a unique value.

Aside from the usual polish and cosmetic details, there are a number of improvements I would like to make should I decide to take this game further. More unit types and more interesting unit behaviours would be good (eg. a police car might scare away hippy activists and make them change direction, or a giant ent might crush bulldozers but also be vulnerable to lumberjacks). The various unit variables need additional tweaking to balance out the gameplay (unit speed and pushing power for example). Finally, some kind of intelligent AI as right now all computer actions are completely random (gasp!)

Hope you enjoy, it’s been an exhausting weekend but I will certainly look forward to the next event!

Comments

snowyowl
20. Sep 2010 · 12:58 UTC
Impressive. The balance is a little flawed: the hippy van’s speed is not very useful since the majority of the troops are used for tug-of-war. I eventually won by about 58 to 52 by spamming vans down one lane which my opponent didn’t send any troops down for a long time. If I’d been playing against a human, the Loggers would have won every time by spamming bulldozers.
Zillix
20. Sep 2010 · 13:54 UTC
Interesting, I had the opposite problem =P. I just slowed down most lanes with environmentalists and then flooded any empty lanes with vans, winning at around 8 points every time (played ~6 times, only time I lost was intentional to see what happened). I liked the art done for this game. Congrats on finishing!
phidinh6
20. Sep 2010 · 14:19 UTC
Thanks for your comments guys. Yes game balance needs a lot more work and to be honest can only be sussed out with a lot of playtesting with trial and error. There are so many variables at play here (speed, pushing power, also time it takes to build up units etc..) I’m not very experienced in that area of game design so if anyone has any suggestions to help that would be much appreciated!
bear
20. Sep 2010 · 21:27 UTC
I liked this, the art was very well made and it was fun to play. As everyone else said it is an unbalanced game but other than that its quite good. I’m looking forward to seeing more of your games.
20. Sep 2010 · 23:19 UTC
I found the game fun to play, and I like the music and artwork.

Mini-LD – Foxen: First Day and a Demo

It’s the end of day 1 in my work on Foxen (Well, day 1 probably ended a few hours ago: It’s 2:30 AM here in the Eastern US)

I’ve got a player character who can walk, run, and jump as well as a test level that I made in a proper editor and have written a Python script to munge it (And eventually all of the levels) so that I can embed it in the SWF.

Anyone who’d like to play it can do so here. (It’s a Flash game, so you just need Flash to play it)

Day 2 – Plans for Today

Day 2, and I’m ready to get started.

Today I want to have some kind of baddies implemented. I’m probably just going to have one or two types of baddie (Most likely just one), but I’d definitely like to have a variety of them ready.

I’ll release another demo when I’ve got baddies done.

A Change of Plan – Shelving What I’ve Got and Why

Flixel has displayed some really ugly sound latency that seems to be mostly performance-related. (Meaning that Flixel has too much overhead and sounds lag really badly)

With that being said, I’m planning to learn base AS3. That will mean doing something much simpler than what I’m doing now.

I’m not sure yet just what I’ll be making, but Foxen is shelved for now. I hope to get back to it at some point but for now it’s just not happening.

I’ll still be making something, and I’m going to stick to it being for the Mini-LD. I’m thinking about perhaps doing a shmup.

I’ll post when I have something. Probably when I’ve got a demo of some sort.

— Mr. Dude

Comments

22. Sep 2010 · 21:14 UTC
You’re a Linux user, right? I think I remember that being the case…

Quest for Meaning

This writeup is cross posted on my blog at STRd6.com

Quest for Meaning

Sticking with the competition theme one of my biggest fears is a meaningless life. Not only that, but a meaningless eternity. Pictures for Sad Children has a very similar theme at times and it helped inspire parts of this game (though I couldn’t find a good way to work in “monster most vulnerable when heaving with sobs”). The game is written in JavaScript and uses HTML5 canvas, so you’ll need a modern browser to play it (FF, Chrome, Safari, IE9). Click the image or find it here: Quest for Meaning.

This was my first 2 day competition and I’ve learned some things. First, two days is a long time. Second, having real tools would make me very, very happy. Third, I thought that doing all the art and all the programming for a game would be hard, but it seems to use different parts of the brain, so when working on art the programming part of my brain is relaxing and vice versa.

This was the first moderately legit game that I’ve done all my own art on (title screen and chest graphics contributed by Lana). Also, my first game with a 4 color grayscale pallet. And additionally, my first major undertaking on the Pixie platform.

Working with the Pixie platform had some serious trade-offs. JavaScript is a surprisingly productive language with it’s functional and dynamic nature, but it has a harsh and brutal syntax. The platform libraries helped a lot to smooth some things out, and as they become more complete it will get better and better. Another advantage was the tight art and code integration. It was trivial to create an image and have it appear in the game seconds later. The biggest drawback of Pixie right now is that the code “editor” is pretty much just a text area. There are no tabs, no integrated source navigation, no auto-save, no version control, and all kinds of other terrible issues. Also, there is no real tile editor, though Noel Berry pioneered the way by using the pixel editor as a tile editor before, and the surprising thing is that it’s actually not too bad.

Using Pixie to make art is awesome, but the game “platform” is not fleshed out enough for me to recommend making an entire game in it to everyone yet.

A special thanks to everyone who helped playtest and discuss various elements of the game throughout it’s stages: Boltz, McGrue, DavMo, Lan, MW… props.

So check out the game and let me know what you think. By making heavy use of Pixie, especially in time limited competitions, I hope to really iron out the core usage scenarios and make it amazing.

The future is bright and full of meaning.

Comments

04. Oct 2010 · 14:18 UTC
Well… I looked and looked for the king and did not find him :) I turned into a ghost and found this rewarding enough to try looking for the king again. I eventually gave up and finding meaning and started appreciating your game for what it is :) I applaud that you tackled HMTL5 and for a short moment there, felt I was playing a game on my Apple IIc – Cheers!

PoV’s Challenge: Make a game, sell 1 copy

I’m in a weird mood today, so I decided to put forth a challenge to members of our #ludumdare IRC channel. Feel free to join us. The challenge is simple:

Make a game — take it to market — sell 1 copy (or license it, or earn $1 in ad rev)

Many of you have done the first part, but let’s go all the way this time. The simplest definition of a professional game developer is someone that has made money developing games. So lets create-us some new “professionals” and get some games out!

Think of this as a race (or a Nanowrimo for games+business). Have something new for sale and in a store by the end of October. And if you can sell a copy (or sign a licensing deal, or earn $1 in ad revenue), you win.

October ends [fergcorp_cdt_single date=”23:59 October 31, 2010″]
twitter-256x256
NOTE: Start anytime! The clock is ticking! If you’re blogging here, use the “PC #01” Category. I’ll give it a better name later. Come October, the Challenge takes over Ludumdare.com.

Take a compo game and polish it up, something you’re working on now, or start something new. Bottom line, finally make good on that goal to start selling games. Lets do this!

Discuss in the comments, or hit the jump for some store and market suggestions.

* * *

Open Markets

There’s no restriction where or how you should to sell it, but App Stores are pretty popular streamlined ways to sell games today. There’s often some paperwork that needs to be filled out and mailed before you can sell, so I strongly suggest you do that ASAP.

Mobile
Apple iOS [iPhone, iPod touch, iPad] (Obj C, C/C++, OpenGL ES) – $99 year fee
Google Android (Java, C/C++, OpenGL ES) – $25 one-time fee
Palm WebOS (C/C++, SDL and OpenGL ES, or HTML 5) – Free (Paypal payout)

PC
Intel AppUp [Windows and MeeGo (Linux) Netbooks] – CONTESTFree (Paypal payout)

Flash and Web
Flash Game License (Licensors Marketplace) – Free (FGL takes a 10% cut)

Console
Xbox Live Indie Games$99 year fee

* * *

Pitch Markets

Some marketplaces require you to pitch and get your game approved before it hits the market. Those are included below.

PC
Steam
Big Fish Games

* * *

Events

For completion, a list of general indie game contests with money prizes.

Independent Games Festival – Due October 18th – $99 Fee
Indie Game Challenge ($100k top prize) – Due October 1st – $100 Fee

* * *

Payment Services

Perhaps you’d rather sell direct from your website? Here are some tools for that.

Paypal
BMT Micro (credit card, cheque, and more)
Plimus (discussion)
Amazon
Google Checkout

If you have anything to add, post them in the comments.

Comments

laremere
23. Sep 2010 · 00:54 UTC
I’m in for this.
23. Sep 2010 · 02:03 UTC
I think I’m going for it.
wazoo
23. Sep 2010 · 02:07 UTC
I’m in like Flynn baby.
23. Sep 2010 · 02:14 UTC
If anyone is up for writing a quick start legal or business guide, I’m sure many would find it useful.
31eee384
23. Sep 2010 · 02:23 UTC
I want to do it, but I’m way too busy. I am trying to make one of my old mini ludum dare games fun in single-player though; when that’s done I’m planning on trying to get it licensed.
matrin
23. Sep 2010 · 03:18 UTC
alltough i have worked on games that were sold over iPhone app store, I have yet to create one such game myself. Challange excepted. 😀
localcoder
23. Sep 2010 · 04:11 UTC
Count me in!
ido
23. Sep 2010 · 06:03 UTC
in
23. Sep 2010 · 06:37 UTC
Great idea! I’ll take a stab at it.
Morre
23. Sep 2010 · 07:00 UTC
I’m in Japan for most of october, but it’s a great idea and just the motivation I’ve been looking for to wrap up a certain game. I’m definitely in if I can.
23. Sep 2010 · 11:15 UTC
I always wanted to remake some sort of “Bop It” for iPhone and this seems the right time to do it.
istayalive
23. Sep 2010 · 11:51 UTC
I am in. Have some stuff hanging around for some time. It looks like this is the right time to make it happen.
pnvgames
23. Sep 2010 · 12:09 UTC
That’s funny because this is the exact deadline I”d given myself — sell a single copy OF ANYTHING by end of October or delete all my code, burn every piece of dev equipment and book I own and go commit suicide in retail. Not looking for attention or pity — just want to poop or get off the pot.
23. Sep 2010 · 12:41 UTC
@pnvgames I’m in the same boat myself. Been “squatting” for WAAYY too long.
ido
23. Sep 2010 · 13:16 UTC
If you are just planing on selling *something* (rather than expect to sell a significant amount), the easiest way is to just get a paypal account and put a web game with a paypal button on your homepage.
Sparky
23. Sep 2010 · 14:30 UTC
I’m in as well!

I’ve been trying to finish up a few Flash projects and get something sponsored, so the timing is great for me as well. Nice, timing, PoV, it sounds like a lot of us are in the same boat.
23. Sep 2010 · 15:10 UTC
I love this idea. Definitely IN. Wooo hoooo!
23. Sep 2010 · 15:50 UTC
I love the spirit of this challenge, but I was planning on releasing (whenever that was going to be!) my game as a free game in Apple’s AppStore. I like the fact that now I have a firm deadline to motivate me.
23. Sep 2010 · 17:06 UTC
Discussion on Y Combinator.
23. Sep 2010 · 17:40 UTC
I keep telling myself that I should really finish something and sell it even if it’s just one copy. But I keep alternating between thinking about giant projects that I barely start and doing nothing. Anything below the quality of a AAA title and I think nobody could possibly want to buy it.
23. Sep 2010 · 18:08 UTC
I’m in! Already wrote the collision system. It is an iOS game.
zigs
23. Sep 2010 · 19:34 UTC
hah, sure!

I don’t have anything better to do anyway 😀
riccolasanti
23. Sep 2010 · 21:40 UTC
My partner is doing Nano Cant you do this in November as well?

Great Idea though
23. Sep 2010 · 23:09 UTC
nice!
24. Sep 2010 · 00:21 UTC
I’m IN! I failed my 7 days roguelike challenge, so this might be a good way to redeem my broken pride!
sosuke
24. Sep 2010 · 04:26 UTC
I’m ready! Time to get back to work on my game or I’ll never make it through the approval process.
gustav
24. Sep 2010 · 10:46 UTC
I’m in!
recursor
24. Sep 2010 · 17:28 UTC
I’m definitely in!
Parthon
24. Sep 2010 · 17:44 UTC
I’m so in for this.
Sayajin
24. Sep 2010 · 19:45 UTC
I “shily” begin a game on iOS4 for iPhone ! That it’s a good challenge to get that done 😉 With the delay approval it’s a question of a couple of weeks ! LET’S GO !
blackbird04217
24. Sep 2010 · 23:56 UTC
I’m personalizing this challenge for myself; with some constraints. I see this as being more realistic, and also a good way to motivate me to get where I eventually want to be; developing my own games for myself.
Epidemi
25. Sep 2010 · 10:50 UTC
I think I am in too :)
25. Sep 2010 · 10:51 UTC
I’ve already sold many copies of my games, but I recently bought a smartphone with Android and I’ve just started experimenting with it (so far only Hello World and some little OpenGL tests). So I’m joining this contest to make a game that runs on mobile phones.
mattivc
25. Sep 2010 · 18:53 UTC
Think i will give this a go.
Sos
25. Sep 2010 · 20:27 UTC
Oh man, I’m so going to do this!
darxval
26. Sep 2010 · 04:00 UTC
I am in for doing this as well! I saw it and started it at the 38 day mark. but finally registered here. Good luck to everyone else on here as well!!
26. Sep 2010 · 20:10 UTC
This challenge inspired me to take my awful AS3 knowledge to an upper level and create a game.

I also devoted a simple blog to keep track and (hopefully) get some feedback on my progress.

Also, if I didn’t share a thing, I’m sure I wouldn’t be able stay focused until the end of October.

Good luck to all!
tberthel
26. Sep 2010 · 23:11 UTC
I have 8 Android games and all have sold >1 copy.
27. Sep 2010 · 07:25 UTC
I may only have finished 1 game in an LD competition so far, but what the heck – I’m gonna give it a shot!
bear
27. Sep 2010 · 18:29 UTC
My friends happen to have an apple iOS dev account, that makes it easier for me. Now I better get to work!
27. Sep 2010 · 20:32 UTC
Actually I don’t think I’ll bother. I have too many things to do, than to bother with the challenge.
29. Sep 2010 · 03:27 UTC
Okay I might be back in as I’ve found a project that actually looks doable. Although the results of the game may not look much better than my minimalist (LD11?) entry. In fact the game comes from the same idea really. But with some added variation.
24. Jan 2011 · 11:50 UTC
what a fun contest and a great selection of sites and tools to help get everyone started :) will be checking back to see progress/updates of this – heh
Enders
31. May 2011 · 15:26 UTC
Mission Complete 😛

Ludumon

So we were joking back and forth in IRC, pokemon came up, and we thought ‘wouldn’t it be neat to have a game with creatures from the channel.’ So here’s the deal: this here Google Docs form will collect the stats on “your” creature, based on your personal view of yourself along with one or two special attacks. Then, this CSV export (in-browser view) can be dynamically loaded by your game to populate it with monstrous versions of us. This is free to use for anyone to make their game that little bit more dynamic. Don’t worry about being realistic, variance is good (and important). When using the data, you’ll probably want to apply some noise to it and maybe even expand on the creatures procedurally, as there’s not a lot of room for everyone to make something totally unique.

Suggestions for new creature and power types go to [email protected] /* */

Dodger Postmortem

I’ve posted a postmortem of Dodger, my Ludum Dare 18 entry on my blog.

Extremely Tardy Timelapse

But better late than never. It starts a few hours into my development as I was using fraps to capture the start, which failed badly. Without any further ado, I present my timelapse.
http://www.youtube.com/watch?v=hNbIu-Tmsf0

Kicking it off

Ok, I am going to do this thing!

I am already breaking the rules at night one though, as I am not really going to be making a game. I have two in progress projects, one of which I am going to try to take over the finish line. The first big one is itch which is a graphical “programming” language for iphone. I dusted it off last night, and discovered that it is in desperate need of a rewrite, so that kinda spells doom for me getting it done. The second project is wireworld + a synthesizer, again for iphone. This project is only just started, so I can do it right the first time (ha, ha, ha)

Anywho, something to do. I am also taking a week long vacation in the middle of october to visit with my girlfriends family, so this may have some impact on the project.

my workspace

my workspace

Also as an update, a picture of my workspace, and for dinner I ate a bunch of food from the little italy street festival that is happening down the block. Lucky for me this isn’t a weekend challenge.

Night one of development

I think I neglected to mention in my last update that I am totally new to the ludum dare website, so I am somewhat unsure of the blogging etiquette. I am going to err on the side of too many posts, and let the admins unpublish my drivel if need be.

Last night was somehow productive even though it got off to a pretty horrible start. I spent the bulk of my time trying to come up with a way to use core data to save my progress, but then discovered that the api just has far too much overhead for my liking. After that, I got some progress on the UIScrollView control that I am using for my main editing area, but then decided that I didn’t like using UIKit at all and was going back to my standard openframeworks hacked together ui framework.

I burned another hour trying to get the software running in openframeworks, unfortunately it is pretty unstable in the github right now, and I was somewhat running out of energy. Eventually I got it though. The main bulk of my progress happened then, I got a scrollview that you can pan around, and started working on zoom features. My scrollview is not as nice as the apple one, but I think it will work alright.

I totally ran out of energy for coding, but I didn’t really want to go to bed, so I spent another hour pixeling interface details to use later. I imagine that is the approach I am going to take, pixeling as a break for my mind from coding.

I tried to go to sleep, but I must have had too much caffeine, because I couldn’t make it to bed until 1:30 am. Ah well, I think I can still hit my goal of getting the core of the app done this weekend, possibly without great graphics. That will give me a few weeks of tweaking to get it ready for the store.

I didn’t really fully explain the app yesterday, so I can do that right now as well. The core of the app is a cellular automata called wireworld, which is a bunch like conway’s life, but it is a bunch easier to create turing machines in it. In fact, people have created some really neat ones that solve primes and etc. There are two things that I am going to pack on top of my wireworld implementation. The first is that the automata will run at a user defined rate, say 120 step per minute X a clock multiplier. The second is that each cell in the system can be linked to the trigger of a synthesizer. I have a sample based synthesizer that is ready to go, and I started writing a clone of the dx7 that I might be able to jam in if I have time. There are some other features, but I think they will need to be excised for this weekend.

wireworld + dx7

wireworld + dx7

Mini LD 21 Entry: summit

summit

Check the submission page here

I have a huge fear of heights. As mundane as that is, it carries over into my gaming- if I run a character too close to an edge, especially in 3D, my stomach drops. My goal was to recreate that feeling for everybody else, as best as I could.

I got my inspiration from a BBC Planet Earth episode, where I saw a mountain goat living its normal life on the sheer cliff of a mountain, and I thought about how frightening that would be for me.

I actually made the game last weekend, but I took some time to have a friend who had shown some interest at my last LD to write some music for me.

This was my second flixel game, so I was able to progress faster and spend more time on more interesting stuff, like gameplay and art.

Enjoy!

Comments

Marza
25. Sep 2010 · 22:06 UTC
Cool game!
25. Sep 2010 · 23:21 UTC
Fantastic looking – great work! Sure is tough. Took me 15 tries to get by the second jump in the game… yikes! Keep up the great work. This is really well done.
sfernald
26. Sep 2010 · 20:26 UTC
really like this. When you reach a goat though it should do something.

My Mini-LD Game – Super Lancer

It’s a little late into the Mini-LD proper, but I’ve decided to post this.

After narrowing things down a bit, I’ve decided on a concept for my Mini-LD game.

I’m going to make an arena shooter structured a bit like Geometry Wars. It will use a similar abstract vector style (Though things will look fairly different).

Instead of leveling up and improving skills continuously, the player will play through a series of levels and buy weapons between them. Each weapon will be upgradeable, and the player will be able to equip a limited number of them at any given time. There will also be miscellaneous pieces of equipment that the player will be able to use.

Levels will be procedurally generated, and baddies will come in waves. Each wave will be generated with a different kind of arrangement, such as a wave with alternating types of baddies along the edges, or a ring of one kind of baddie in the center.

There will also be a boss at the end of each level. The boss will be chosen from a give set and given a handful of randomly-chosen weapons.

I will be writing in haXe and using Sam HaXe to process SVG images. I will make my graphics in Inkscape, my sounds in sfxr, and music in LMMS.

As I’ve said/bragged before, the time limit is out the window. Absolutely out the window.

Cynophobia

First first. As in my first at least.

Just googled, and found out that the greek word for “Fear of dogs” was Cynophobia, so that’s what I’m calling my FIRST game.
First completed game at least.. (I hope)

The story so far: I didn’t think I was going to participate in this thing yet because
1. I had other plans today
2. I hadn’t got any idea what kind of game I would make and
3. I’ve never made a game before, and have just started learning java in school.
But then
1. plans got cancelled
2. I thought I could make a game about my fear of dogs, and 3 is hardly an argument at all, right?

So I started my little project earlier this evening in game maker by creating a little red circle known as obj_player and made him walk around in a room filled with instances of obj_wall. Next, I made a dog (a circle in different colours with a tail) and named him obj_dog. If I ever get a real dog, I will definitely call him obj_dog.

So, I have a player and a dog (or dogs if I place more than one), what now? I found out that to add a little to the phobia-feel, I could make the dog(s) turn around to always look at the player. This prooved more difficult than I thought, and I sat maybe an hour calculating the players position relative to the dogs and some advanced sinus-to-degree-formulas that ended with the dogs never facing the right way and a divide-by-zero-error when the player and dog had same x-position. I was almost about to give up, but then I asked a good friend of mine who thaught me that I could just use a code called point_direction with the x and y values for each object and get the job done in two lines. So that’s where I am now, I can move around while a bunch of dogs are watching me as I go.
For Collaboration I might ask my roommate to make some music, or I’ll ask a dog to be my voice actor :) Or maybe vice versa..

I’m not sure where to go from here, but I think it will end up as either a puzzle game where you can’t go too near the dogs, or a “notgame” like the ones Jordan Magnuson are making, where I rant a bit about how scary and bad dogs are. Anyways, I’m learning lots of new stuff about the Game Maker Language! Screenshot-time (I may change some of the sprites later):

Screenshot

Uh oh…

Sit?

Tags: MiniLD #21

Progress report on GROUNDED

In this game, lil’ boy need to avoid getting GROUNDED and escape the supermarket where he’s injustly blamed for some mischief, avoiding the guardians in a MetalGear (’87) – style sneaky way.

face

14h spent so far, mainly on programming. I’m using Pygame (programming), Gimp (graphics), SFRX, Audacity (sfx), ZynAddSubFX (virtual keyboard).  The OS is GNU/Linux.

Trying to get with something playable for the miniLD over the standard 48h week-end delay – but I couldn’t turn down an invitation on saturday night 😉

So far I have a basic scale2x top-view with scrolling (fixed-rated logic&render), tiled background, moving sprites, turbo-mode (FPS*3), the very beginning of a built-in background editor, and code is still maintainable 😉 Also there’s a psychedelic “drunk-mode” effect (drink to build-up courage, but lose your balance!).

I had spent a few days on learning Blender recently but for now I’ll still have to make do with my limited Gimp skills.

Capture-pygame window

Oh, and I have some recorded screams for lil’ brothers from years ago. That breaks the “no prior art” rule but that complies with the “collaborate with a n00b” one 😛

Comments

Beuc
26. Sep 2010 · 12:07 UTC
It’s getting much too late, and much too boring sadly, to get anything playable (i.e. fun for the player), so I’ll stop here :/

I guess I aimed at something too complicated.

D8Coach Hackaton Wrap-up

For those of you who are unaware, the TechCrunch Disrupt Hackathon ran yesterday through today. The Pitch Ted Hahn and I put together an Android app called “D8Coach” which suggests pick-up lines to young men trying to approach young women at bars. The user, or “player,” since we like to speak in terms of game play mechanics, keeps track of which lines have worked on which women. Over time, d8coach will be able to generate great icebreakers to make approaching any woman a synch. Award Ceremony Fast forward to 48:48 for my D8Coach pitch. Award ceremony: our prize is delivered just after 3:00. TechCrunch Coverage

Thanks, Ted. Couldn’t have done it without you.

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Adjusted my Idea – Actually Got Something Done

Today started with me trying to install Sam HaXe (An asset packaging tool for Flash / haXe). After some fudging some things, I got it working, and it works great.

Then, later on, I played this game. It inspired me.

I’ve decided to change my concept somewhat and make an arena shooter with robots fighting.

The player will have a choice between a handful of robots, each of which they can upgrade in a handful of attributes. (Speed, rate of fire, etc.) There will also be a number of levels, each with different terrain. The player must fight their way through 10-25 waves of baddies (Haven’t decided on the actual number) and a boss in each level.

The game will be fairly fast-paced, but the difficulty settings will affect the speed that things move with. I will favor using more powerful baddies over massive hordes of them, as masses of “popcorn” baddies aren’t much fun after a while, I think.

At the moment, I’ve got sprites for three different players (The look of the game will be very simple) and a flash applet that displays a player character that rotates to point at the mouse. I’ve got haXe working, Sam HaXe packages my images correctly, and things are looking good! :)

Tomorrow, I’ll try to get some kind of player movement in.

– Mr. Dude

I had to submit something.

Admittedly it was so I could vote but also because I really felt I had to submit SOMETHING, so here’s one of those good ol’ “GreaseMonkey miraculously pulls something out of his arse” competition entries, featuring two tunes made in a minute each and two made in 30 seconds each (self-imposed limits). This may have had something to do with the fact that Vieko wanted some music for his entry. (I spent about an hour on that, which in tracked music terms is quite a lot.)

In this game, your greatest fear is missing a compo.

On a casual side note, there are zombies.

And yes, the music is listenable, albeit a bit simplistic, although if you love guitar chugging then the sound track will be perfect for you.

Check it out, it’s called “Missing a Compo” and for the screenshot I accidentally took a shot of nearly my whole primary screen.

Comments

GreaseMonkey
27. Sep 2010 · 06:07 UTC
Which I found out that there’s no voting. Oh well, it was fun anyway.

The October Challenge Begins – A Guide

What started as a friendly challenge to our community has exploded in to an internet wide invitation to indie developers everywhere.

Unlike a traditional Ludum Dare event, you can disregard the rules. The focus this October is to get a new game for sale somewhere. That can be something you’re already working on, something new, or something you want to finish.

To learn more about how this started, see the original post.

The rest of this post is a short guide on what you should be doing to make the most of your time.

Step 1. Pick a platform, do your paperwork

If you haven’t already, you should decide on a platform, and sign up for a developer program. To complete your registration, this will usually include filling out paperwork (such as a W-8BEN if outside the US or W-9BEN if inside) or signing contracts and mailing them. Mailing and getting papers approved can be a little slow, so do this ASAP.

I don’t have a good reference for filling out these forms, but will note the W-8BEN is only 1 page, and Apple’s iOS developer program had an excellent guide for the paperwork. I’ve been filling out these forms and sending them to nearly every distributor, all practically the same as the initial Apple ones (one platform required you to omit a section, but I forget which).

If like me you’re outside the US, you’ll likely need an EIN. You can fill out a form (to reference), and call the IRS (during normal business hours) and have one assigned to you within minutes.

Getting paid usually requires either a bank account (direct deposit) or a Paypal account. If you don’t have either, you should set one up. Bank choice wise, you should open an account at an institution with a SWIFT code. In the US that’s Bank of America, in Canada that’s CIBC (there may be more, but those are what people usually suggest).

Signing a contract is usually a matter of filling in your name at the beginning (unless automated or provided to you), and signing+dating a signature section of the last page. Using a blue ink pen is preferred, since it’s clearly not a photocopy (versus a black pen). Initialing each page of a contract is also a good idea.

Contractual agreements often require 2 copies of a contract. You sign both, and send them to the other party. They in turn sign both, keep one, and send you one back. That way, both of you have signed copies of the contract.

Step 2. Make your game!

Time is short, get to work!

We don’t have any content or marketplace restrictions, but keep in mind the goal here is to sell at least 1 copy (or make money from the game in some other way).

If you’ve never finished a game before, there is an excellent article by Derek Yu here. More resources can be found at the bottom of this post.

TIP: If you have trouble staying focused, keep some paper handy and take notes

TIP: If you have trouble staying focused, keep some paper handy and take notes

Step 2b. Blog about it

Either here or on your own site. During a Ludum Dare Event, the ludumdare.com/compo site acts as a progress feed. To see what others are up to, you merely have to visit the site and watch. This is one of the most interesting parts of the event that most people miss out on; The real live production of hundreds of games all in one place. When the weekend ends, you’ve missed it.

For the October Challenge, we’re inviting everyone participating to share their progress here on the /compo blog. Simply sign up, make a post, and hit publish. Feel free to upload images to the blog using the “picture frame” icon above the text box. Once you upload an image, if you didn’t use it right away (or use the wrong formatting), it can be found in the gallery tab (picture frame icon again).

If you’d like to re-post your blog-posts from your own blog that’s fine, but please watch your formatting! Large images on the blog are 550 pixels wide, and you will break the layout with a wider image than that. If you upload your images here, be sure to select the “Large” size. Also, the paragraph tag gives unusual spacing results, so that’s not recommended.

Step 3. Submit it!

Draft up your description text, prepare some screenshots, then go submit it.

Though it isn’t required, I strongly suggest you make a gameplay video or trailer and get it on Youtube. We’re expecting a lot of games, and don’t expect everyone to buy/play everyone elses games, so a quick video would be a great way for us to admire and appreciate your work.

Step 4. Submit it here too!

Once you’ve sent it off, submit it to us.

http://www.ludumdare.com/compo/october-challenge-2010/

We’re using our standard Ludum Dare submission system to create a master list of all our October participants. To be included, simply create an account and visit that page. The link fields can be edited, so update them to something appropriate. Suggestions include: Website Link, iTunes Link, Youtube Video Link, Postmortem Link, etc. Also, the first screenshot will be used to show your game on the list, so an attractive screenshot is recommended. For an example of what the final list will look like, look here.

We ask that you wait until after you’ve submitted your game to whatever service/marketplace your game is for before you submit here.

Be sure to let us know how long you worked on it; Whether this is new for the October Challenge, or has been in development for months now.

Each account is only capable of creating 1 game. If you’re making multiple games this month, we’d prefer you share your most interesting one with us.

Step 5. Sell a copy/License it/Make some revenue

Getting approvals or licensed takes time, so we’re not requiring you to have made a sale by the 31st. If you can get your game out and your first copy sold before then, then that is awesome!

The goal of the challenge is to get more people to release something and be fully capable of earning money from it.

Prizes

Like Ludum Dare, there are no prizes. “The prize is your product” as we always say.

Or if you think about it another way, if you happen to make the “sell 1 copy” quota, that’s a pretty cool prize too. Breaking the “0 sales” barrier is a big step forward for a game. From that point on, you now have a product to experiment with; To learn the ropes of running a small business, marketing, promotion, etc. The whole “give them a fish or teach them how to fish” axiom, but we’re not so much “teaching” as “telling” you to fish. 😉

Your website is ugly and difficult to use

Thanks!

We make games, not pretty websites. And this October, we’ll be busy making games. If you’d like to bug us to make it look better, please wait until after we finish. Thanks!

Light Reading and Resources