PixelMonkey

LD30

Finished!

My entry is done! The link to play it is here:

http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=14203

A lot of fun to make! I’ll probably write up a post-mortem thingo a bit later, if I can remember to do so.

Thoughts on my game this time round

Alright so looking back I have never yet gotten around to posting any thoughts on my games. After the event is over I tend to kind of forget about the whole thing. But I’ve remembered this time so I’ll make some notes.

WARNING: KINDA LONG AND RAMBLY

Overall this game was me having another go at a tile-based platformer. Each Ludum Dare I try to do something I haven’t done yet, or something I feel I haven’t done properly. I’ll look at what things I did the last few times and set rules for myself to try and either avoid making the same mistakes or to simple keep things fresh and interesting.

For Ludum Dare 28 (Theme: 10 Seconds), I made a platformer with the restriction that you can only press one button at a time. Overall, a bit of a restrictive mechanic that didn’t work that well in practice, but the main issues I had was that I felt I hadn’t had a proper go at level design, since I completely ran out of time and scrapped half the planned levels in that one. The issues were basically all stemming from poor time management. I spent a bit too much time implementing extensions to the platforming behaviour which in turn didn’t get enough levels to be used. On top of that, the levels were all made manually within Construct, which was slow and tedious and inefficient. I should have either gone with a different approach or used an external level editor.

This time round I didn’t quite get it perfect either, lots of room for improvement, but hey, I only had 48 hours, and I did a few things differently. All the levels still weren’t done very efficiently (notepad), but I got a system in place for the game to create the tiles and things from stored data rather than manually placing things within construct. Also, getting it to automatically place the correct tiles for borders and things so I could simply specify which blocks were solid and which weren’t.

Another key thing this time round was the graphics. Specifically, I quite like the rift effect and how it affects the gameplay. Visually it was something I was tossing around last LD (Theme: Beneath the Surface), and while last time I decided it was too ambitious and went for something simpler (and more boring, bad idea), this time I decided the concept fit the new theme just as well, if not better. If I were to extend the game any further, I could potentially add more “layers” to the game, though I’d also remove the time limit and expand the view.

The tiles and sprites were pretty quick (probably an hour for the lot of them, tops), so that wasn’t something that a lot of thought was put into. Backgrounds are the bane of my existence. Should probably have gone with something other than a single static image, since I simply didn’t have the time to make something that didn’t look like scribbles. But then with the room-based levels I couldn’t really do parallax.

So overall, I’d say that a level-based game design doesn’t really suit me for a Ludum Dare. I’m glad I had another go at it and I’m happy with the progress I made, but the amount of effort that goes into level design does not translate into a lot of time playing the game, so next time I’ll consider something with more replay value. The graphics are something that was simply an afterthought this time, so that’s also on my list of things to focus on improving, and I suppose sometime I should try making a game with more audio quality than simply having shitty sound effects generated with sfxr.

In any case, the Ludum Dare was a lot of fun this time round, and I look forward to number 31 in December!

LD31

In, for the 8th time!

Getting ready for my 8th Ludum Dare. I’ve got a full weekend this time, with no interruptions (hopefully!) so I’ll see how things go!

As usual, I’ll just be using Construct 2, along with GraphicsGale for the art and SFXR for any sound effects I get around to using.

Best of luck to everyone else participating, can’t wait to see what the theme is!

LD32

In!

In again! This will be my 9th LD, though my last one sort of fizzled out and I didn’t finish anything. Best of luck to everyone else joining in!

Out of time!

Well I’m at the end of my second day and my progress is where I would’ve liked to be at the end of the first! I don’t have any graphics, and the game isn’t at a stage where it can be played from start to finish, so I think I’ll have to back out of this one. That’s two LDs in a row that I haven’t finished. I’ll have to try and keep my goals a little lower next time!

LD34

I’m in!

In again, my 10th LD this time! I’m rapidly approaching the point where I’ve got a 50/50 ratio of Completed to Uncompleted, though this time round I’ll be working on things with some friends of mine.

It’s a fairly ad-hoc, casual arrangement, so the only program I know we’ll be using is Construct 2, and we’ll see what everyone else ends up using later.

Best of luck to everyone else participating!

Finished!

Finished things up at the literal last minute for this one. It can be played here! Not much to say about it currently, a little exhausted, haha. I’ll see if I can come up with any sort of postmortem or thoughts later.

LD 38

Probably in!

So I've PROBABLY got enough free time this weekend to participate! As usual, I'll just be using GraphicsGale and Construct 2 for my stuff, perhaps with BFXR and autotracker if I have time. Looking forward to it, and best of luck to everyone else!

LD 41

Let's give this a go

Haven't finished a solo LD in years, so I'm looking forward to participating this time! I'll be using Construct 2 and GraphicsGale, and probably things like sfxr and autotracker for sound.

All done!

Still 14+ hours left on the Compo clock, but I've got stuff on in the morning so I'll be calling it here. This is the first LD I've finished in a few years now, and I'm definitely feeling a little rusty, but it's good to get back into things. The genres I chose were Survival and City Management. The general idea was some kind of SimCity game set on the back of a large mech. In practice this turned out much simpler because scope had to be cut back, but I've got a functional game and I'm happy with that. https://ldjam.com/events/ludum-dare/41/mechcity

LD 44

I'm in

Glad to be participating again! I'll be sticking with the tools I know for this one, which means I'll be using primarily GraphicsGale and Construct 2. Sound effects and music, if applicable, will be via BFXR and autotracker.py. Eagerly awaiting the theme!

All Done

A little more last-minute than usual! My entry is as finished as it'll get: https://ldjam.com/events/ludum-dare/44/$148156 The graphics are a little more placeholdery than I think I would have liked, but the project itself is complete, which is the main goal. Looking forward to seeing what everyone else has created!

Ludum Dare 45

Something Simple This Time

I've finished my entry! I wanted to play around with something different this time around, and spent probably most of my time fiddling with graphics and effects and things. This timeslot actually works really well for Australia, even with daylight savings smack bang in the middle of it. screen1.png