LD 41 April 20–23, 2018

My results for LD43

Even though I have reached highers scores with my previous Compo entry, this time I was able to get top 100 in all categories. Investing and learning a little more in graphics and audio was really my goal this time. And well, considering my previous scores on those categories that's a clear success.

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I don't know what happened with Humor though. Really. I don't know. I wasn't really able to work the intro and ending as I wanted and tried to simplify things with humor instead. I guess having voice acting really makes people laugh, heh.

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https://ldjam.com/events/ludum-dare/43/sacrifices-in-the-cat-yard

The return

Hey been a while still making games I have a Good one coming soon if anyone care that much but this is my itch.io page https://poundthegroundgames.itch.io/

LD: The one game jam to rule them all

I’m in! After my last exciting game jam (The Discord Jam done in the LD Discord) I am very excited for this one! I feel like I’ve been improving every game jam so far (2nd in the Discord Jam :O https://itch.io/jam/discord-jam1/rate/380039) so I am very keen to see how the big bad LD treats me this time around. I’ll try and be streaming the whole event over at twitch.tv/craaazysteeeve so follow me over there if you want to watch me devolve into insanity over 48 hours haha. See you all out there this weekend!

How I made VERY simple animations for Trashwars to survive the jam

When you start your jam game, you actually start with nothing. It took us a few hours to get a good idea, than decided on the game elements, @kazrath went to coding and I started to sketch the initial design.

We wanted to have little bots fighting each other, and I knew that I had two choices for character design and animation. A - to give the robots wheels so I can skip animation entirely or B - to make different type of walking robots

I choose option B because I am an idealist and I wanted to create the best! So instead of these little "cars", I ended up with these guys:

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They are more fun, they have personalities, BUT they need actual animation work.

Using an animation tool like Spine or DragonBones can help you with complex stuff, animating between keyframes. It is almost always faster than animating every frame by hand. I could export my assets and use an animation tool to create bones and fluent animations. But I still had so much to and setting skeletons and animating seemd too much now. So I was looking for an easier solution (and we did this so many times during those 72 hours) Now I am usually drawing in vector, namely in Inkscape. It is very easy to design and modify anything in it and I love this freedom and flexibility.

So I used Inkscape to create the absolute minimum of walk cycles for these robots. First you draw your robot, than you pose it. You can set the pivot points in Inkscape, so you can set up your own joints. Than you create a duplicate and pose it again. Than again. Bang, you are done!

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I still wanted to keep things very simple, so I could not make a very complex walk cycle for each droids. Also, I don't know if you noticed, but each of them has a bit different type of locomotion.

The first ones have human like legs, the 2nd move on short legs with no knees, and the 3rd ones have 3 visible legs on this side and move like caterpillars. I was looking at walk cycles, made sketches, and walked with my fingers on the table a lot to understand how these will work and look natural. (can you say that for small droids?)

After a few trials and error I ended up with this:

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In the final game we had to set the animation speed to the movement speed in Unity a good few times, but the movements are fluid enough, and the droids are actually working! And they only consist of 3 frames each! After all I could spare a lot of time by creating very simple frame-by-frame animation. It seems counterintuitive, but if you make only a few frames it works very well!

If you want to see our droids in action, check out Trashwars here:

* https://ldjam.com/events/ludum-dare/45/trashwars *

Thanks for reading!

U27RA R3Z0NANC3 open Alpha

Howdy guys, I hope you are doing great.

Right now I am working on a post-jam prototype (not LD) for a game I made some time ago and I need your help. The game is in Alpha stage and I need as much feedback as possible, especially with the learning curve (where and how you find the most trouble). Any help is deeply appreciated. Warning, the difficulty escalates quickly😅.

Here is the link for the game - https://dumivid.itch.io/u27ra-r3z0nanc3

And a short trailer. I hope it will entertain you a bit.

https://youtu.be/u0DGQC180hM

Also, I am in search of an SFX/Music composer who likes to experiment with retrowave/synthwave genre. Add me on Discord or send me an e-mail if you are interested. Contacts: Dumivid#6939 | dumivid.games@gmail.com

Meowjoy and have a good day😼!

63 Little Pieces (Early Access) Windows & OUYA

https://www.youtube.com/watch?v=m9hbiS1IHFI

Get 63 Little Pieces - here.

63 Little Pieces is an atmospheric block sliding puzzle game with a shooting mechanic, to destroy walls, in order to build a path to lead one or several blocks to the goal. Slide, fire, destroy blocks, collect collectibles, hit switches and manage the other blocks movements.
Will you be able to piece it back together?

The final game will consist of 60 or so levels. Each level contains 3 distinct puzzle challenges:

Collect the collectible; reach the goal in as less moves and less destruction as possible.

Originally created in 48 hours for Ludum Dare 41 in 2018, as a mix between Puzzle and Shoot'em Up mechanics. Things moved nicely but, gameplay wise, there was little to no puzzle action at all. It was only after the jam I put real thought into the project and have been working on it ever since.

With real thought put into the puzzles, I started tinkering around with what I had and started to making conclusions on how the game should proceed from that point. I didn't want to have an one and done puzzle solving mechanic nor a 3 star rating system. With that said, each puzzle is now build upon 3 distinctive objectives: Collect the collectible, reach the goal with as less moves as possible and reach the goal with as less destruction as possible. Some levels can even be finished without achieving any of those objectives.

From Ludum Dare 41 to Now (Early Access):

  • From the 13 unpolished presented levels there are now 18 puzzles with 3 challenges each, awaiting your cunning eye.
  • Graphics were upgraded (still work in progress) from the still included pixelated black & white sprites (so if you're into that 1 bit sort of retro visual thing - it's still there) to a coloured 2.5 or 2D top down view.
  • Although repetitive, the silent background is now filled with one music track.
  • Narrative is still in "draft mode"; it is fully implemented but not presented to the player yet.
  • The project now includes XBOX 360 controller support.
  • Many bugs and half baked mechanics fixed (since it was a prototype).

Right now my main focus is on building the levels.

Early Access applies to Windows and OUYA, if you still have one it can be sideloaded and played there. Also considering bringing it to Linux, but no promises.

Stay inside, stay safe, and have fun!

Happy Children's Day!

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yay!

This is going to be my second game jam, and my first solo one.

SpaceLoop completed

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Simple space shooter with warped space

You can find it here