LD 39 July 28–31, 2017

Ludum Dare to Believe! Season 10 : EPISODE 4

Hey everyone! We are the Button Masher Bros!

Today we present Ludum Dare to Believe! It's S:10 Ep. 4!

(May contain strong language)

https://www.youtube.com/watch?v=7NkXaNkcl18

With so many submissions, there was absolutely no way we could play them all.

Special thanks to our friends at Reddit, twitter, and Youtube who all stepped up to give us suggestions - you guys are the BEST!

If you like the games you see, be sure to check them out on Ludumdare.com and let the developers know what you think!

Today we will be highlighting:


Title: Yet Another Exhausted Day

Category: Compo Entry

Creator: Gao Ming (@gao-ming)


Title: Ministry of Synthesis

Category: Compo Entry

Creator: impbox (@impbox)


Title: GLOW

Category: Compo Entry

Creator: abductedPlatypus (@abductedplatypus)


Finally, we'd love to hear what you think! You can comment on the episode linked above, comment in this thread, or tweet us at:

@ButtonMasherBro - Show account

@MathBlasterRitz - Chris

@SuddenlyZach - Zach

or @jwowBMB - Josh

Thanks Everyone and HAPPY LUDUM DARE!

sMaLL Font abSOluTely RENt asuNdEr

Just needed somewhere to dump this pic. Getting font ready for LD40 cause I really spaced out on text the last couple jams.

Thanks for the awesome feedback.

Final results - Overall: 301st (3.367 average from 32 ratings) - Fun: 312th (3.2 average from 32 ratings) - Innovation: 268th (3.233 average from 32 ratings) - Theme: 320th (3.533 average from 32 ratings) - Graphics: 122nd (3.8 average from 32 ratings) - Audio: 222nd (3.133 average from 32 ratings) - Mood: 149th (3.4 average from 32 ratings)

Wow! Compo 1st overall! :O

happy.gif

Thanks guys!

I’m fairly surprised! I was coming off two very late nights (working on the Ludum Dare site actually!) and then during the competition I spent a surprisingly large time napping and procrastinating with Splatoon. I guess the game was fun enough for people to like it! And also, I probably got a lucky fraction of votes :stuckouttongue:

Some more specific thanks: - @jasonp, who made a game called microgue. It uses a similar turn-based mechanic where you move onto squares to defeat enemies. You can check out that game on the app store or Google play. - @managore, who made the font I used in the game. And by not entering this time, you left a gap for me to fill :stuckouttongue: - The folks hanging around the IRC who playtested my game during the compo! I... didn't jot down your names so I can't give specific shoutouts :grimacing: but you know who you are :) - All Ludum Darers! Ludum Dare isn’t about winning imo, it’s about learning and improving on your game making skills, and making really cool stuff! Congrats on making something (even if you didn’t finish) :raisedhands: and be sure to check out the other top scoring games!

If you haven't played it, you can play VUEL here!

Here’s a quick tutorial-like explanation of some parts of the game as a thank you back to the Ludum Dare community!

Animation

All the animations are three frames. It’s a simple ‘bounce’ style animation. One ‘rest’ frame, then a squished frame, which is anticipation for the next frame, which is the popping up frame. Then back to the rest frame. Quick way to make animations when you don’t have much time (or skill haha).

anim_explain.gif

Level Generation

The game is played on an infinite 2D grid. The way I programmed this was to have a 2D array that grows when you get near the edge. To stop it from getting huge I split it into pieces of 10x10 tiles. Whenever you get close enough to part of the grid you haven’t seen, it adds a new piece, and if needs be increases the 2D array. This way you can have really big maps, where you only generate stuff as you need to. Otherwise the game would face some serious memory issues.

level.gif

The random level generation is dead simple. Each tile has a 15% chance of being a gap. Then all the squares that aren’t gaps have 5% chance of having an enemy on them, although that percentage chance gets higher the further away you are.

To pick what enemy appears, there’s a few lists that it picks an enemy from. To start off, it’s just simple enemies and batteries, and later on, trickier enemies become more likely. A quick way to balance the probabilities is to repeat things in the list, which makes them more likely compared to the others.

chances.png

AI

The AI for the enemies is really simple. They each have an set of moves they can make (an array of [x, y] pairs). Each enemy looks at all the moves they can make (loops through that array), and then calculates the distance to the player, and picks the move that puts them the closest. There’s no way I was programming a proper pathfinding algorithm in a game jam :stuckouttongue:. The real important thing is that they’re predictable, which is useful for planning your moves ahead. Also, having the array of moves meant it was very easy to add new enemies, and program unlockable movesets just as the compo was ending.

All the code is on Github if you want to check it out :smiley: Or you can just play it too.

See you next LD!


P.S. My twitter is @jezzamonn :wink:

Interested in a post-LD game jam?

Hey everyone!

I know some of you are keen for a post-LD game jam, so I'm hosting the Music Game Jam in September, where you create a music-related game in one weekend!

MusicGameJam-COVER.jpg

It's not limited to rhythm games - you could create an 8-bit tribute to your favourite band, an interactive music video, a Beethoven RPG, or an FPS musical - it's up to your musical imagination!

There'll also be ~$100 in game prizes! :video_game:

Including: - Telltale's The Walking Dead - Worms Clan Wars - Geometry Dash - Devil May Cry - Undertale - and more...

Everyone will have a random chance to win these prizes just by participating! :trophy:

PLUS we have a long list of content creators waiting to play your entries and give you great feedback!

So whether you're a developer, artist, or musician, a complete beginner or a seasoned pro, if you've got an awesome idea, want to try something new, or if you simply like winning great prizes, it would be great to see you take part!

Please express your interest by clicking 'Join' on our jam page!

and come join the

official Discord community!

You can also stay updated on Twitter here: https://twitter.com/MusicGameJam

Cheers! :musical_note: :smile: :microphone:

How to Make a Game in 48 Hours

Hey there!

Here is a screenshot of Coffee Clicker, my game for the Ludum Dare 39. coffee-clicker-3d-game.jpg

Like many of you, I have managed to make a game in just 48 hours. Now I have written an article about how I approached this Ludum Dare (my first successful one!): https://triastase.com/how-to-make-a-game/

I hope that some of you will find this helpful! :smile:

Post Mortem from the perspective of a not-artist, artist

Greetings, all!

My team for Ludum Dare 39 made the game Station 5723: Reactor Down!

Station_title.png

And I would like to share my thoughts and reflections as the artist working on it. You can view that here: https://www.alext-games.com/post-mortem-station-5723

( I tried to post it here originally, but I couldn't get it to look good like everyone else's posts, lol )

Powerbot after LD Final update and community thanks :)

So another LD passed by, and we're rather pleasently surprised with the results

PB_Results.PNG

From the whole team, we just want to say a big thank you to the LD community for taking some time to test and rate and even stream our humble little game among the myriad of awesome entries out there :D

we managed to push one last update for the game with a 3rd level and some bug fixes

Lightning_short.gif

Version 0.5d Web Build

so there you go have fun guys, thanks again for the great participation and feedback, we had a blast during this jam, so see ya all next time around cheers to the awesome LD community ^^

PostCompo for "Don't let running out of power"

Hey guys! After the compo I've decided to continue working on my game Don't let running of power and that's what we got:

All art has been redrawn. For example:

Units:

comp_units.png

Generator:

comp_gen.png

Ground:

old: ground_old.png

new: goundemnew/em3.png

Sounds also have been added.

I've remade game balance, now there is some increasing complexity, and game itself is pretty hard. Also I've taken into account advices in the comments on the game.

New weapon and powerups have been added.

By killing monsters you earn score, which allows you to take more powerful weapons.


So I suggest you to play the new version of game. There is also a mobile version of game, it is available on Google Play!

Android version, play it on Google Play

PC version

Thanks!

The Music Box Post-mortem Writeup

This was my 16th time competing in Ludum Dare! From the comments posted on our game it seems that I've gained a handful of followers who have been checking out my games for some time now, which is super awesome (thanks so much!). This time around we entered the 72-hour Jam and had a team of 3 -- myself on programming and audio, @xellaya doing graphics and character design, and @acexl03 helping out with ui designs and some additional artwork. We ended up with an adventure game based around a "Groundhog Day"-like time loop puzzle.

You can play The Music Box here, or click on the screenshot below!

the-music-box.gif

Let's first take a look at our results!

Overall: 17th (4.308 average from 67 ratings) Fun: 60th (3.939 average from 68 ratings) Innovation: 270th (3.338 average from 67 ratings) Theme: 618th (3.182 average from 68 ratings) Graphics: 21st (4.652 average from 68 ratings) Audio: 4th (4.576 average from 68 ratings) Humor: 61st (3.833 average from 62 ratings) Mood: 12th (4.385 average from 67 ratings)

The average of all 8 scores is 4.03. Overall we did quite nicely! 17th place is not bad at all, and I almost sneaked into top 3 for audio again -- but alas, at this point I've realized that you can only really be a winner in audio if you integrate audio into your gameplay in some clever way, or make super catchy music. More importantly, we got our highest ever score and placing in graphics -- big shoutout to @xellaya for really going above and beyond with the artwork this time around! We also got our highest ever score and placing in mood, which feels great as we really wanted to concentrate on narrative and adventure this time around rather than fancy gameplay mechanics.

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Big shoutout to @pjnovas who has updated the ldstats.info site to scrape data from both the old ludumdare.com site as well as the new ldjam.com site. You can view a graph comparing my results across all 15 of my rated LD entries (remember, we had no voting for LD36) at this link.

Since I have quite a lot of past data to compare to, I thought it might also be fun to see just how well I did relative to my other entries. Here's a comparison, out of all 15 of my rated entries:

Overall: 4.308 = 5th (highest was Ripple Runner with a score of 4.55) Fun: 3.939 = 10th (highest was Ripple Runner with a score of 4.44) Innovation: 3.338 = 13th (highest was Rhythm Gunner with a score of 3.97) Theme: 3.182 = 11th (highest was Ripple Runner with a score of 4.30) Graphics: 4.652 = 1st! Audio: 4.576 = 9th (highest was Melody Muncher with a score of 4.88) Humor: 3.833 = 3rd (highest was Hyper Furball with a score of 4.11) Mood: 4.385 = 1st! Average: 4.030 = 5th (highest was Grow Your Love with a score of 4.23)

So for us, fantastic job in graphics and mood, pretty good job overall (and in humor), and not really notable anywhere else. Yes, that's right, an audio score of 4.576 is still worse than the majority of my other entries...

screenshot_b.png

What about my personal goals? In my I'm In post this time around, I said that we were really hoping to make some sort of dialogue/narrative adventure game and focus on storytelling rather than gameplay itself (success!) In addition, I said that my 3 personal goals for LD39 were:

  • Make a game that tells a story!
  • Don't kill myself...take it easy and pace myself well!
  • Really focus on designing the game out beforehand, don't rush!

Make a game that tells a story -- Check! The Music Box was our first ever adventure game, and we really focused on building a world and story (with a bit of a puzzle element). This was super refreshing and a nice change of pace, and I think we all really enjoyed it and are happy with the end product.

Don't kill myself -- ...fail. I was a total zombie Sunday night and didn't call it quits until quite late. However @xellaya had things even worse as unfortunately she needed to go in for work on Monday, meaning she needed to finish ALL the artwork we needed on Sunday night. Thankfully she was still able to deliver (though she barely got any sleep tha night). But I think we were all feeling pretty exhausted that night. Miraculously, I woke up on Monday morning feeling pretty good, and was actually able to power through without any real problems (there was one point where I felt a little jittery, but other than that I felt fine), so I'm quite thankful for that.

I think it was a combination of different reasons that we needed to work so hard on Sunday -- one was that @xellaya couldn't work at all on the game on Monday, another was that we just had a lot of things to do, and yet another was that we spent a lot of time designing and planning out the game before really starting on anything. I think most of that is fine, but next time I think we need to do a sanity check after we finish planning everything to see if we can reduce scope at all right off the bat, and see if the amount of work we have to do is reasonable.

Design the game out beforehand -- Check! We actually spent all of Friday night and even the first part of Monday trying to think of a good idea and plan for the game. During that process @xellaya actually made a rough paper prototype out of some sticky notes, laying out the three different locations (school, restaurant, island) across each of the time of days (morning, afternoon, evening) as well as the different key items (safe code, key, crank) to make sure that the time loop made sense gameplay-wise. This ended up being super helpful as it helped me envision the different routes that the player might take through the game. I needed to make sure to sprinkle enough hints and interesting information throughout the different areas at the appropriate times so that you wouldn't just end up spending the first day learning nothing if you were unlucky. For example, I made sure that the mouse in the cafe in the afternoon tells you a hint about the island being accessible in the afternoon, so that you'd learn that information whether you went to the island itself or to the cafe.

After that I actually programmed a super quick text-only prototype in Unity using some basic GUI code, just to see how the game would play out. We tried it and it more or less worked as we wanted it to, so we started in earnest after that. All in all the prototyping phase was super useful and I'd definitely want to try it again depending on what the game idea was exactly. I think it especially helped us this time because we had no experience making adventure games or making these kinds of puzzles, so it really helped to see it in action. Of course, a lot of things ended up changing between the prototype and the actual game, but the core puzzle was more or less the same as the prototype. We added the safe combination as a way to force the player to go through at least 2 time loops, even with perfect information -- again, that was something that we added during the prototyping phase.

So...two out of three of my personal goals achieved. Decent! As always, let's next go over what went well and what didn't go so well for the project.

screenshot_c.png

What went well

Prototyping

As I already mentioned above, we actually had a legitimate prototyping phase of the project this time, and this helped a lot in making sure that the time-loop puzzle was laid out sensibly.

Teamwork

More than any other jam I felt like this time we really came together as a team and helped build off of each others' work. There was a lot of collaboration and trading of ideas, especially when it came to the characters -- @xellaya did the initial designs and with @acexl03 serving as a sounding board to bounce ideas off of.

post-mortem-4.png

As you can see above, the initial sketches already had a lot of personality in them, so it was really easy for me to envision the mood and feeling of the different characters as I was coming up with their dialogue. Since I was also in charge of the gameplay, I let @xellaya know where each of the characters should be drawn for the different locations and different times of day. That way, she could just focus on drawing them out rather than having to be concerned about where everything should be, whether a character should appear in the morning vs in the afternoon, etc.

Speech bubbles and UI design

@acexl03 really helped advise us here and the design of the dialogue bubbles were really all his doing (with me being responsible for putting it into code). He also drew up the initial room screen with the subtle-yet-clear posters indicating the game controls to you. The text bubbles worked really nicely and I think really gave the game a distinctive feel. The "choice" text bubbles that came up whenever the game asked whether you wanted to leave an area or not were also super effective yet aesthetically pleasing too. I don't think I would have come up with such an elegant UI solution on my own.

Shoutout to LeanTween by the way, which provides pretty much everything you'd ever want from a tweening library in Unity. I'm pretty familiar with using it and it was a breeze dropping it in the project and using it to do all of the animations on the speech bubble elements.

Worldbuilding and graphic/music design

As evidenced by our scores, the strongest point of our entry by far was the look and feel of the world and the mood that we created. We did a great job coming together with @xellaya's background and character designs, @acexl03's speech ui, and my own dialogue writing and music to really flesh out the game and give every area and character its own personality. The game actually has quite a lot of content to explore, especially going back to the same area over different times of day. @xellaya's recoloring and the music variations that I wrote for each time of day really helped to set the mood -- particularly for the cafe, which feels like a totally different place during the morning, afternoon, and evening.

post-mortem-5.png

What didn't go so well

Spent a long time coming up with the idea

While I think it was great that we had a prototyping phase during our jam this time around, we really didn't even start with prototyping until Saturday afternoon. We spent Friday night tossing around a lot of different ideas about narrative adventures but none of them seemed to really be sticking clearly as something we had a good idea of how to move forward with. It wasn't until Saturday morning that we really ran with the idea of the music box and the time loop, and even after that we had to flesh out the idea and revise it a few times before we really had something down.

While we didn't do quite as badly as we did with Watch for Falling Rocks (where we completely threw away our game on Saturday and started with something different), this isn't the first time that we've had a lot of trouble settling on a concrete idea for a game. I think a big part of this was just inexperience with the genre -- we had never made any sort of adventure game before, so we were sort of shooting in the dark in terms of how to really start approaching it. But I think part of it as well was that we really did want to take our time and think through our designs without jumping into anything too early, which I think was a good thing. But I do think that we could do a better job of realizing when an idea isn't getting anywhere and that we need to change directions and go along with something different. Hopefully we will get better at this as we get more experience as designers.

Visual style mismatch

Probably the most common complaint we got in the comments was that the visual style of the world map didn't feel like it fit with the rest of the game...which makes sense, because it was drawn in a different style! @xellaya did all of the backgrounds and character art for the main game, but the world map (and the main character's house) were actually drawn by @acexl03! So this was just a matter of having two different artists with different working styles working on the same game.

Would the aesthetic have been better if @xellaya had drawn the world map graphics too? Well...that wasn't actually an option. As I said, @xellaya needed to go in for work on Monday, and as is she already barely had time to finish the backgrounds and characters (did I mention that the school was originally going to have three floors??? Hah!). So there wasn't really much we could have done about it this time around.

People didn't get the theme connection

Another common complaint was that we didn't integrate the theme well enough, for some reason. I don't really get this one...the titular music box is...well, running out of power. The game is about cranking the music box so that it doesn't run out of power... I just... how...?? One comment we received was "how does a music box run out of power, anyway?" It's...mechanically powered by a crank...it runs out of energy...like a regular music box...

While I certainly agree that the mechanism of the time loop was a foggy at best, and the ending of the game was not very fleshed out at all (sacrifices have to be made in the interest of finishing on time!), I don't know if I agree with the theme being disconnected. We didn't want to follow the herd and do a game about electricity or batteries or a countdown timer like the millions of other games that would certainly already be exploring those concepts, but...I guess them's the breaks.

screenshot_d.png

Overall I'm really proud of how our team did, despite the minor flaws and setbacks along the way. It was really great making a more dialogue/narrative-based game like this and I hope I get to do it again! Thanks so much to everyone who played, rated, and checked out our game. See you next time!

My LD38 Post Mortem documentary is finally done!

Yes, that's right: The one from LD38 was still in the works because it was so much longer than usual, but I am pretty happy with how it turned out.

https://m.youtube.com/watch?v=fWWBb_Lzc9g

Hope you enjoy!

Ludum Dare to Believe! Season 10 : EPISODE 5

Hey everyone! We are the Button Masher Bros!

Today we present Ludum Dare to Believe! It's S:10 Ep. 5!

(May contain strong language)

https://www.youtube.com/watch?v=6uXcH_MnocE

With so many submissions, there was absolutely no way we could play them all.

Special thanks to our friends at Reddit, twitter, and Youtube who all stepped up to give us suggestions - you guys are the BEST!

If you like the games you see, be sure to check them out on Ludumdare.com and let the developers know what you think!

Today we will be highlighting:


Title: Saturnalia

Category: Jam Entry

Creator: graebor (@graebor)


Title: Inverteb

Category: Jam Entry

Creator: David Allen (@david-allen)*, and Whackta (@whackta)


Title: Cellephant

Category: Compo Entry

Creator: hippy-dave (@hippy-dave)


Finally, we'd love to hear what you think! You can comment on the episode linked above, comment in this thread, or tweet us at:

@ButtonMasherBro - Show account

@MathBlasterRitz - Chris

@SuddenlyZach - Zach

or @jwowBMB - Josh

Thanks Everyone and HAPPY LUDUM DARE!

44th Humor!!!

Wow! This is my second Ludum Dare and I was shocked to see my game ranked 44th at humor. Many, many, many thanks to all the people who played my game and gave helpful comments!

Now I'm more excited for the next Ludum Dare!

result.png

Game maker studio 1.4 transparent game windows?

Hey! Does anyone know if you can make game maker studio 1.4  game window transparent? I’ve found tutorials on old versions of game maker where you use DLL files to do it, but they’re outdated now.

(the tutorial if you’re interested. It shows it around the 3rd quarter of the video)

Tags: LD #39

i’m in

Hello, I’m Ivan van Dijk game art student looking to do some gamjams, if you would like me to join your team hit me up.

im good at 3D its what i do mainly but 2D also works for me ^^

Comments

02. Sep 2017 · 16:21 UTC
You might get some more replies if you use the shiny new site instead of this old one :-)
kellymartina
06. Jun 2018 · 11:14 UTC
Images convey message faster than a written content in a quick manner. And help in sending a strong promotional or professional message to the sender. Therefore it includes contact details, phone number, the name of the company, etc.

Bullet Heck

Bullet Heck:

A bullet hell maze game where you play as a knight that must navigate a level in darkness, illuminated only by dangerous light orbs that the player reflects using her Mirror Shield.

https://coleycaverley.itch.io/bullet-heck

Update and new Features

Hello everybody,

After the end of the ratings, I decided to add some improvement on my game. You can now have a better challenge because : - the terrain affect the movement cost - some monsters are walking around to suck your power down - the teleportation is faster for the joy of high resolution people - the oil spawn is different - new sounds effects - change the credits because the new sounds came from existing game ;-)

I hope you'll be enjoying the new features and think that the game is more challenging.

I liked to take back my game and work on improvement. That's kind of funny to search new stuff and test other aspects.

Looking for Team Members for Ludum Dare 40!

Hey everybody! (:

I participated in two Ludum Dares by now and had so much fun! :D And I'd like to find some people to create a Game with me for LD40.

If you think this is interesting, read along!

About Me

I'm a 18 year old swiss guy that is doing a apprentice ship in computer science (programming) and I improve my game development in my free Time.

My Skills

By now I tried to do everything from Graphics over Gameplay programming to Sound design by myself. But I only feel really comfortable in programming. My Graphics were always rated better then I thought. But I still have so much to improve... And my soundeffects are just bfxr .. But I'm trying to improve my background music by using fl studio 12. And im getting better (:

What can you do?

Literally anything. I will do programming at the Jam, but if you also want to program -> tell me, we will talk about it and maybe find a solution.

(I'm programming in C# with Unity)

I'm interested how can I join/get further informations

Add me on Discord -> DerDieDas#4028 And we can talk about stuff, make a own discord server for the Jam etc. Hope some guys will text me

Have a nice day (:

JumpGuy

JumpGuy now on itch.io buy now: https://com456dj.itch.io/jumpguy

Comments

Armel111
22. Mar 2018 · 17:35 UTC
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