CrociDB

Ludum Dare 55

wrapping up the first day

I'm wrapping up the first day. It's been quite long, but I think I did a lot less than I wanted. I'm questioning my picking of Fennel for this one, I'm not applying any LISP per se, but making it the lua way with more complications. Anyway, here's what I have so far:

clonestacking2.gif

All the player movement and clone-summoning mechanics. Next is:

  • button/door mechanic
  • level flow (game over, next level, restart)
  • music: i've been adding sfx to everything but I got no music yet
  • tutorial / intro screen
  • particle system for feedback
  • graphic improvements: i want to redo some of the sprites and change some colors

Clone Stacking

Thanks for all your comments on my game! I'll answer them in a bit. I just wanted to say that unfortunately the big problem with the game is that the puzzles are too easy is that because I spent all the time making the mechanics and when I was supposed to make the puzzles, I was too burned out. But I'll definitely make more puzzles post-compo.

Meanwhile, if you haven't played it, here it is, it's HTML5, so you can play in the browser: Clone Stacking

clonestacking5.gif

Clone Stacking Enhanced Soundtrack

The game was made in TIC-80, so I used the music tool that it offers and it was one of the latest things I did, literally a few hours before submitting.

So I thought it would be cool to produce that music the proper way, so I fired off Reaper, got my AKAI midi controller and did this:

https://soundcloud.com/bruno-croci/clone-stacking

Let me know if you like it!

Also, rate the game if you haven't yet: https://ldjam.com/events/ludum-dare/55/clone-stacking

square.png

Timelapse and Making of!

Hey all! I finally posted the timelapse for Clone Stacking with the full intro music I remade:

https://www.youtube.com/watch?v=7gBm8ZDFg

I remember it was a common practice to record these type of videos in previous Ludum Dares, but barely have seen it lately. :)

Of course, if you haven't rated Clone Stacking, please do:

Rate Clone Stacking

Ludum Dare 56

I think I'm in!

I always take the ultimate decision to the last minute. Last night, couple hours before the theme was out, I thought about doing it in Godot, but was having some hard time to setup a good environment in Windows using Neovim in WSL. So I decided for Zig+Raylib. But took me a while to setup stuff. Then the theme was out and I was like... huh, I started working on a swarm fish mechanic some time ago, in an unfinished game for JS13K 2023.

So I decided to use the boilerplate code I created for that project and also the fish mechanic and make a new game with it. So far that's how it's going:

ld56-1.gif

Although there's a extermination of fish in this gif, your actual goal is save them rather than kill. Of course some casualties will be forgiven. :)

The idea is make all the graphics procedurally, I'll try to stick to it.

So here's my technical overview:

  • Platform: HTML5/Javascript
  • Libs:
    • Three.js: mostly for post-processing, graphics are procedurally created in Canvas
    • Pizzicato.js: for music
    • jsfxr: for sfx
  • Editor: Neovim
  • Music Editor: Reaper

Have a good compo you all!

Going slow...

I'm going a lot slower than I wanted. But getting some progress nonetheless. Had some difficult moments when I realized that generating all these fish procedurally in canvas wasn't a good idea performance-wise.

Decided to just keep going, but with less fish on screen. =/

ls561.png

The idea is that you need to take these other fish to the green portal. The fish will be spread in the "world" and you need to find them, guide them through the obstables, disarm some traps and finish with at least X% of the initial fish in the world.

At the moment I'll start implementing the level flow, game over, etc. After that I'll start with obstacles and traps.

Finishing day 1

Ok, I'm calling the day. Finished three levels

ls562.png

There are three levels and a few mechanics implemented.

Screenshot 2024-10-06 004037.png

Total 1014 lines of code and zero assets so far. Tomorrow I'll start by working on some SFX, Music, a main menu and just then go to the new mechanics. That way, I'll be able to stop at any moment and still have something playable. :)

Fish Rescue - Finally Uploaded a Video!

https://youtu.be/ow8LHb8VY5g

I finally uploaded a video of the gameplay.

Play and Rate it

Some statistics of the game:

Screenshot 2024-10-14 221622.png

1800 lines of code! I reused some code I had made for other games, but still I don't think I started with anything longer than 500 lines. That's quite a lot of code. But yeah, since everything was in code, even the level data, procedural graphics and everything, I think that makes sense.

Ludum Dare 59

Development Timelapse

I don't know why timelapse videos are not in fashion anymore, I remember fondly all the people showing off their development process as a timelapse, as it used to be in the past. Here's an example of one I made for ldjam 55:

https://youtu.be/7gBm8ZDFg

Anyway, you are interested making a timelapse video of your process and you happen to run linux with a wayland compositor/window-manager, I made a quick tool that uses grim to capture screenshots and ffmpeg to generate the video after:

https://github.com/crocidb/wayland-timelapse

Excited to join the jam this time! See you all then. :)

I'm in

Good morning!

I woke up around 8:30 german time, already did some stretching, a quick run, and had breakfast. Time to start out!

I'm doing double jam. Trying to make one game that will fit both LD59 and gamedev.js jam 2026. The themes are very compatible, Signal and Machines, so I already have a somehow solid idea. It's a tower-defense-style puzzle game where your "pawns" in battle (which are machines) actually receive signals from an emitter. But the emitter will always send the same commands, it's up to the player to turn the machines on and off in the correct time to destroy the enemy.

Ok, maybe it's not that solid yet. Let's see when I actually get stuff working.

I'll do it in Javascript and Three.js. Mostly because I want to be part of gamedev.js jam as well. :)

Anyway, have a good jam everyone!

Day 1 Report

I did a lot less than I wanted today. But here's my update:

ld59.gif

The idea is that there are these "emitters" that keep sending signals to the canons to fire. There will be other types of emitters too, more specifically to move the canons. You, will have to disable/enable the canons in order to have them correctly aligned with the enemy objects to be fired.

I don't even know if that will work or be any fun. But I'll keep working on it. :)

See you all tomorrow.