grieve

LD20

Sarny, milkshake and aesthetic changes.

image

Lunch time. Out at a coffee shop for a change of scenery. On a related note im going to change the visuals of my game quite a bit when I return. I’ve noticed that myself and Knighty have been developing along the same lines, and having no doubt that his will be superior, I’ll need something to make me stand out 😉

Tags: foodphoto

Comments

itutu
01. May 2011 · 13:00 UTC
вкусно!!!! :)

LD21

Participation Indication

http://youtu.be/CSd9H6m4clI

Inspiration, K.I.S.S and Desk Shot(s)

Moved into a new house so I have not got much furniture yet. So I was using my electronic drumkit as a temporary desk-type thing.

Carpal tunnel quickly set in… so I cannibalised the kitchen table and set up in the living room. Much better.

I awoke at 3am, checked the theme and went back to sleep. I dreamt of a fantastic super-hero themed first person Canabalt, but since I’m suck at 3D, I’ll try and distil the awesomeness of that dream into 2D without accidentally making Canabalt… Keep It Simple, Stupid.

Wish me luck.

Tags: deskphoto

The Nameless – Screenshot

(That’s not it’s actual name, but it’ll do for now.)

Simple screenshot. Not much happening. Basically you run from the left to the right, while the Evil Government™ tries to carpet bomb your experimental self. You upgrade existing, and gain new, movement abilities as your progress.

Boom. Time for a break.

“When I Was Human” – Post-mortem

Check (and rate) the game here:

http://www.ludumdare.com/compo/ludum-dare-21/?action=preview&uid=1947


 

Making a game in 48 hours is never easy, but thankfully it was less hard this time. Mainly because I decided to use tools I was more familiar with, instead of using the weekend to learn a new tool or framework.

I started the weekend with the idea of making a super-hero canabalt. Something that lends a bit of variety to the one-button run genre. A constant threat from the rear, a path that makes it difficult to stay out in front and some kind of upgrade system.

I structured my development a lot more than usual, with index cards and a vague agile methodology (and the entire living floor). I tried to sleep well during the weekend, getting 6 hours on Friday night, and 9(!) on Saturday. I also ate well, cooking rather than the usual takeaways, and only drinking one energy drink the whole weekend. (I did manage to polish off 5 pots of coffee though, which was around 25+ cups.)

 

 

What Went Right™

Organisation – I didn’t feel stressed much at all during the weekend. I managed time for music and even some graphics polishing at the end (not much mind, I’m not an artist and it’s hard to make faeces shine). All in all, I always felt like I knew what I was doing, what I had done, and what I would have to do.

 

Tools – I normally take a sackcloth-and-ashes approach to development: “If it can’t be done on the command line, then… you’re lying, because everything can be done on the command line. Fiend!” – But this weekend, I used FlashDevelop and worked on windows most of the time. FlashDevelop really is unparalleled when it comes to Actionscript coding.

 

K.I.S.S. (Keep It Simple, Stupid) – I nailed down the initial mechanics early. Platformer with tilemaps, jumping, double jumping. I did it all with multi-coloured squares too, sprites were an afterthought. I didn’t try to invent a new genre, and I didn’t try to rewrite the entirety of FlashPunk’s BitmapData handling (see: LD #19). I took a simple idea, and made it.

 

Asset Pipeline – I learned the workings of D.A.M.E. very early on in the weekend. Got familiar with its output format, its awkward, awkward tools, and it’s habit of refusing to write to CSV on occasion because it believes MXMLC is still holding on to the files (although this is more likely Adobe’s fault). I got much better at using Graphics Gale for initial pixel pushing and animating, and then using Photoshop to touch up and bake in some vague lighting.

 

Emitters! – Who doesn’t love little objects that fire random things in random directions? More Emitters, I say. More. I wish I could have Emitters every day of the week. My next game might be made entirely out of Emitters.

 

Guinness – Thanks to my first point, Organisation, I afforded myself an hour on Sunday for a few relaxing pints of Black. Boom.

 


 

What Went Wrong™

Tilemaps – I spent a lot of time trying different ideas on how to procedural generate the maps. I had never made a platformer before, nor any game that made use of tilemaps. My first 30+ hours, I simply used a very very large tilemap, ~10000 tiles wide. This allowed me the ability to continue working and come back to this issue.
Eventually I decided upon much smaller (200 wide) tilemap segments. These were manually arranged in sets within the Level class, with each set corresponding to the players current powerup progression, and then randomly appended to the scene when the player was < 1600 pixels from nothingness.
This worked fine for a while, until I realised that these tilemaps were persisting, and even being called in collision routines LONG AFTER THE PLAYER HAD MOVED PAST…. Some rewriting here, and some destroy()’s there and we gained a little bit of performance back.

(It’s worth noting however that I didn’t infinite-ize ALL of the tilemaps in the game, and getting more than 2000m will cause the world to end in a dramatic, double-buffer kind of way, go-on, I dare you.)

 

Helicopters – See those bombs that keep dropping? Aye, they’re coming from a helicopter. Do you know why you can’t see the helicopter? Because I suck at drawing helicopters.

 

Wall Jump – Not as easy as I first thought, I had it working early on, but it didn’t feel right and it looked weird. Definitely a brick for the post-compo window.

 

Communicating with the player – Even in a relatively simple game (perhaps more so if its a well establish genre, actually), its hard to communicate certain ideas, goals and hazards to the player.
My intention for this game was for the player to only lose if they got caught (or, more accurately, blown up). This meant you didn’t lose any health if you fell down a hole.The holes served simply as a setback, in order to close the distance between you and the doom of fiery sky-bombs.
Seemingly, people missed this, and thought it either odd that health wasn’t removed by falling down, or that it was cruel that health wasn’t restored when returned to the last checkpoint. In the post-compo version, I will address this with 2 changes.

 

First, I will record player position AND bomb position at each checkpoint, and restore on death, as opposed to just the player position being restored as it is now (and then the bombs being teleported to a nearby threatening location).

Second, when a player dies, I will animate the scrolling of the screen back to the checkpoint position, display both player character and distance from danger. I will then visually display a reduction in this distance, to reinforce the punishment.

 

 

What’s Next?

Aside from the aforementioned changes, I have a few other ideas I’m going to be implementing in the near future, including, but not limited to:

Story mode, with a number of discrete, designed levels, catered to the current unlocked DNA.
New DNA’s, including Spider-Monkey, Electric Eel and Mole.
Highscores, self explanatory!
Better graphics, self revelatory!
High Definition Jazz Kittens, only at participating stores.

 

Crazy Idea?

Passive Multiplayer

After a playthrough, a replay of the players run, along with the generated map of their run would be saved with their highscore. Next time someone plays, instead of getting a freshly generated map, they would retrieve one from a server, along with the “ghosts” of everyone else who played that map. Allowing for an indirect, asynchronous level of multiplayer competition.

 

Conclusion

What a bloody great way to spend a weekend. I always enjoy it too much. This time I feel more accomplished and I’m looking forward to working on this game for quite a while to come. Hope you all had a great time too!

 

Timelapse

Tags: as3, flash, Flixel, postmortem, timelapse

LD29

Filter and browse all games

Inspired by Will’s mosaic images, I knocked together a super quick prototype of a thumbnail browser, allowing you to filter thumbnails by platform (even went so far as to try and parse out unity entries separately) and click through to the entry page.  It’s a bit hacky atm, but I might expand upon it and make it more stable and maybe work with future jams.

http://ld29.jamgam.es/

2014-05-01_150839_VVYMK

LD32

We need to talk… about talking…

tl;dr – I created a slack group, you can get an invite here.


 

I know we all dearly love our IRC channels; it’s our history, our culture, our misteps and foibles immortalized forever on codedojo … wait… where did the quotes on Seth’s site go?

Anyway – IRC is oh so old, and I’m sure a lot of people will be annoyed at me for saying, not good enough any longer. This is why I created a Ludum Dare Slack!

I know! I know! I’m a luddite too, I use vim, I occasionally use mutt, I like old. But, I also like new shiny features: inline images, GIFS(!), code syntax highlighting, mobile clients, offline messages, pinned notifications, embedded YT videos and tweets, a friendly API, and other such wonders.

We’re a visual community, we need visual communication

Because we do still love IRC, I’ve even created a special #irc channel on Slack that echoes everything said in IRC to slack, so you’ll never miss a beat. It doesn’t message back to IRC yet (I didn’t want to piss anyone off in IRC) but it’s pretty easy to get that set up if we ever wanted it.

Feel free to sign up!

Chat here: http://ludumdare.slack.com
Get an invite here: http://ld-slack.herokuapp.com

 

P.S. @Mike, I’m happy to hand over ownership/control to yourself or any other LD trustee at your request of course. Just trying to help the community out!

 

P.P.S For the paranoid, the invite system does not do anything with your email address other than send you an invite to slack, this seems to be the only good (non-manual) way to do it. Code for the inviter is available here for the still-paranoid

 

– Grieve

Comments

10. Apr 2015 · 13:58 UTC
We already got one. But no-one invited you, apparently
13. Apr 2015 · 01:03 UTC
I use both IRC (weechat, most freenode channels) and Slack (our game studio, integrated with trello as well), and -tan dan dannnn – I use slack inside IRC (see slack’s documentation on how to activate it 😉 )

Team Rehab are late, but in

We are (mostly) present and accounted for and will be making something that has the properties of a gaming experience over the next 2 days. We are, in no particular order: Me (@thegrieve), Neil (@njmcode), Dan (@stealthii), Claire (@clairedotw); with potentially some design and art direction from the venerable Sheldrick (@jsheldrick) and Pete (@petemcconnell_).

Our current thoughts seem to be leaning heavily towards a bullet-hell shooter, but we’re currently prototyping out mechanics so that may change.

See you all soon, and in the meantime, here’s a picture of the boss, Charles Babbage.

Tags: babbage, imin, teamrehab

Gradience – Update #1

 

Status: 

(except Sos is probably making something much better, obviously)
 

 

Actual Status:

 

 

Our in progress game looks something like this:

Placeholder art FTW.

Tags: desk shot, gifs, gradience, SOS, teamrehab

“Gradience” – Paint Your Target

So, after some long deliberation, a hefty but delicious lunch, and a few sneaky beers, we have our core idea!

Codenamed “Gradience” our game will be a traditional scrolling shooter, but using colour as your weapon, we have a few other tweaks and twists that make it more unconventional, and we hope to reveal them as we solidify, but for now here’s some shots of our brainstorming whiteboarding and you can follow our progress on github here, all nice and open.

 

 

 

Tags: brainstorm, gradience, teamrehab, whiteboard

Comments

18. Apr 2015 · 17:37 UTC
Dude, being organized like this is what great jams are made out of. I’ll bookmark this and see what it lead to after the event.

Gradience – Update #2

The first day draws late, the clock has struck midnight and there are still a boat load of creatures stirring. Pizzas have been ordered. Beers have been drunk. Sine waves have been coerced into staying within their immutable boundaries, like good little functions.

On top of that, our Doodler of Fortune has returned from building real things out of wood and watching horsies to present us with a style guide!

Now to get this into the game and see if we can’t have something playable before the Sandman claims what remains of our sanity.

 

ld

Tags: design, Glow, gradience, screenshot, style, teamrehab, vector

Gradience – Update #3 – End of Day 1

I fell asleep last night before posting this little update, but Team Rehab performed admirably until late in the evening, here’s a little gif of something actually happening. Still a lot of work to do today to make it what we envisioned on those whiteboards. Let’s get cracking… after some coffee and toast.

gradience_1

(is this gif running slow for me or everyone?)

Tags: coffee, gifs, gradience, screenshots, teamrehab

Comments

0xPedroSa
19. Apr 2015 · 12:06 UTC
Looks cool 😉

Gradience – Update #5 – End of Day #2

Today seen a total overall of the level system to allow for concise YAML descriptions of the levels and progressions, along with player and enemy death stuff. Which means we should be able to get some serious work done for tutorials and early levels tomorrow evening. On top of this we’ve been working hard on getting some excellent music into it.

Tonight’s teaser:  The title screen! (click for better version)

 

 

Tags: gifs, Glow, gradience, teamrehab, title

Gradience – Update #4 : NES Bleeps and Shader Glows

Time marches on, Dan has taken to generating some authentic music using a NES TRACKER and we have overbearing glow shaders…

STOP! LOOK! LISTEN!

 

 

 

Tags: chiptune, Glow, gradience, neon, nes, teamrehab, video

Comments

19. Apr 2015 · 22:30 UTC
Excuse my fanboyism, but “Sega does what Nintendon’t.” *admires his Genesis emulator*
19. Apr 2015 · 22:30 UTC
I’m really wowed btw

Gradience – Final Update

 

It’s done. It’s live. I’m dead inside.

Gradience has been submitted and I didn’t actually get around to building out the level progression like I had planned. As it stands… it’s a vaguely pretty demonstration of a game idea that might be good… in another life.

 

PLAY IT – COMMENT ON IT – IGNORE IT

Tags: chiptune, Glow, gradience, nes, phaser, sleepy, submission, teamrehab, webgl

Ludum Dare 45

Offline progress on "The Way"

My progress so far has been completely offline: I have a narrative, a win condition and a primary mechanic, but no code. Here's a preview of some of the work...

Offline planning

I'm going to make this game entirely as a voice game for Google Assistant and Amazon Alexa, although a Web client will be available to allow everyone to try it out. The game will be a story led survival, not too far away from interactive fiction, but hopefully a little more player agency. Whilst I'm avoiding blatant rogue-like elements, trial and error will play a major role.

I'm probably not going to have much time to work on this tomorrow, so I'm challenging myself to get most, if not all, of it done today.

Best of luck to you all, and to everyone having trouble with the theme: please remember that making something is better than making nothing, and having fun is better again.

Grieve