jimmypaulin

LD23

I’m in (for the 1st time)

Totally excited and ready to dive headfirst into LD23 having lurked around for far too long without joining in…

Tools will be Flash + Flixel, DAME for map editing, sfxr of course, GIMP for pixels and garageband for muzak. Probably.

I’d love to work in iOS but it just seems like too much hassle to share progress that way. Anyone had any major iOS LD success stories…?

Comments

18. Apr 2012 · 01:52 UTC
I will enter this LD using Objective-C. First I will focus on Mac OS X, but depending of the game I will also port for iOS (since most of the frameworks are the same).
18. Apr 2012 · 04:53 UTC
Sounds like a good approach, cheers 😉 Sadly I’m pretty new to iOS and haven’t tried building for mac yet. I figure if I use flixel the porting will be a little easier as there is a flixel iOS library which I’m already up and running with. If the game is efficient/small enough there’s also the iOS Air packager (shudder)

Flixel Skeleton App

A bare-bones Flixel app skeleton in FlashDevelop I’m planning to use for LD23.

Featuring:

  • A menu screen with some welcome text
  • A nice grey box of a player to cruise around with the WASD keys
  • A couple of particle emitters for the sheer awesomeness of it 😀

Free to a good home

http://bit.ly/HNMaoJ

The first 100 minutes

Well, it’s been a busy 100 minutes! Using DAME and Gimp to prototype, these little chaps move around and will almost certainly start shooting at each other soon…. Well, c’est la guerre!

200 minutes

3 hours 20 in, we have various battlefield obstacles, explosions, craters, and some basic collisions – time to take a short break? Nah….

Next up: BULLETZ 😀

Day one done (10 hours)

Playable at www.superfluidgames.com — all comments warmly received!

So much to do, so little time, still I’m pretty pleased for 10 hours work….

Just head north and dive to avoid those bullets!

Out for dinner so evening of real life awaits. Can’t wait to play others games when I get in tonight, some of the screens people are posting look superb!

1st LD: Tiny World War – timelapse

Tiny World War is finished – what a mission that was! A highly intense 20+ hours, but I’m thrilled to have finished a game for my first ever LD. I’ll write a postmortem soon, but in the meantime if anyone is interested here is the quasi-mandatory timelapse http://youtu.be/0xE2kIK8nqo

Well done to all and good luck for the finish jammers!

And, er, my entry is here ;D http://www.ludumdare.com/compo/ludum-dare-23/?action=rate&uid=6965 

It’s war! A Tiny World War postmortem

Link to my game – (ratings and feeback very much appreciated!)

@BigDaveIsCheap’s LD23 video roundup featuring Tiny World War (at 3:40)

Timelapse of the creation of Tiny World War

Preparing For War

Having followed LD for yonks it was finally time to bite the bullet and jump in with both feet. I was so excited to spend the weekend entirely devoted to the hobby I love, I couldn’t wait to get started, so preparation was no problem whatsoever. The first thing I did was

Tip #1 – Buy McFunkypants “The Game Jam Survival Guide”

And from this flowed forth much insight and timesaving! So I decided on Flash and Fllixel since I was familiar with the tools and could easily share the game – and I got my toolchain all setup and ready with a HelloWorld app that built and ran. I won’t reiterate all the great tips in McFunkypants’ book, I recommend you buy it! However, as a happily married chappy one of the most important tips I will add here is

Tip #2 – Plan the weekend around your loved ones

I can’t overemphasise how important this was. With my lovely wife on board (and guaranteed a place in the credits ;) ) I not only felt free to indulge gratuitously in my hobby, but I had a superbly supportive playtester, motivator, and carer on hand making sure I ate, drank and slept in appropriate proportions! Going out for dinner on Saturday night not only helped me chill out and come down from the intense day, I woke up after a great night sleep full of ideas for day 2! Speaking of ideas:

Tip #3 – Have some rough game outlines in the back of your mind, pre-jam

Restored German trench near Ypres, Belgium

Controversial, perhaps, but I found great inspiration from a recent trip visiting World War 1 battlefields near Ypres in Belgium, and I knew I fancied making a WW1 themed game. I felt WW1 was under-represented in games, so I figured I’d have something niche. Fitting this with the Tiny World theme took some creative thinking, but hey that’s the whole point!

It’s War!

Tip #4 – Have a battle plan

Since this was my first LD I really had no idea how much I’d be able to achieve in the time available. I knew I’d have all day Saturday and all day Sunday and that would be it (EU timezone thing). So my plan was to have the game basically “finished”, and then spend all Sunday polishing it. This definitely paid off as I’m happy with the level of polish the game has. I’m not so happy with the very simple gameplay but it’s finished, and without the text boxes, menu screens, music and sounds it would not be a complete game. Of course ideas and features popped up in my mind throughout, but I had to discard loads of these and hopefully just keep the best ones, so

Tip #5 – Make bold decisions and stick with them

There’s no time to restart in a different direction. A highly polished turd still has artistic merit, that’s the risk you take. At least your experience will be a “something” rather than a mashup of nonsense. The same principle applies to tweaking and balancing. There’s no point making tiny adjustments to the game; it’s going to be rough but as long as all the parts are there you have something you can call a game at the end, so concretely:

Tip #6 – If you tweak a variable in-game, double or half it, don’t micro-adjust

This tip, from Jesse Schell’s excellent “The Art of Game Design – A book of lenses” saved me so much time and helped to pin down things like: player move speed, enemy firing rate, map size, the interval between random explosions, the number of enemies… the list is endless, pretty much every tuneable parameter in the game got to where it is by doubling and halving until it felt right. It’s a binary search logarithmic complexity thing (I guess). It relates to a general principle:

Tip #7 – Get into “the zone” and get over “the wall”

That flow state where you are deploying your skills to their fullest and the challenge is worthy of your ability. In a jam you set your own level of challenge, so know yourself and know your limits. Know what you need to keep you flowing (quiet, breaks, food, sunshine, IRC, feedback, whatever). The “Wall” was an interesting one. I genuinely didn’t expect to hit it because I really do love this hobby so much – wrong! After spending an hour on player controls I felt my love for the game waning. Time to stop that path. I pushed on and finished that nasty section, then did something fun and “easy” – generated a ton of sound effects in BFXR! What a juicy tool, that was great. I finished day 1 with a game that looked and sounded more or less the finished product. For keeping motivation high, nothing beats

Tip #8 – Go directly to final art

Programmer art being what it is, front-loading the art creation task seems sensible. The art is hard, the code is easy (relatively). Now I may have to revise this because I think the main problem with my game is that it is too simplistic, and the only thing harder than art is that holy grail:

Tip #9 – But don’t forget the fun

A sad fact is that in a competition with 1400 entries, no-one is going to play anywhere near all of them. You have to stand out and your main channel for this is graphical screenshots. A pretty game *will* get more plays, initially. However as time passes and word of mouth comes to dominate ratings, a fun game will eventually outshine a boring pretty one. A game that is well balanced, full of game-y pleasures and surprises will always win the day, just not initially. However if a game jam is the nursery from which games grow, the real world is where games that stand the test of time will flourish. Tiny World War is fun, but not for as long as I’d have liked. I’d like to know what you think in that regard… Which brings me onto the final point

Tip #10 – Share the joy

It’s perhaps obvious, almost too obvious, but the point of this competition as far as I see it is not to make money or have glory (for most), it is quite simply the opportunity to dive right into an enormous bubbling conversation about the fantastic experience of satisfying the highest of creative urges under extraordinary conditions with hundreds, indeed, thousands of like-minded individuals. It’s a celebration of gaming, creativity, humour and perseverance. If you create your game in a bunker, release it on the quiet, tell no one, post nothing on the blog, ignore irc and don’t bother to play anyone else’s games, wow that is some crazy behaviour. Community and feedback is what this is about. I just wish I’d spent time on IRC as I feel I really missed out there. I’m trying to make up for it now by leaving the most useful ratings I can and keeping the conversation going.

The Aftermath

In a nutshell, that was one of the most intense 48 hours periods of my life. It was an emotional rollercoaster, and at the end of it I have a game I’m proud of, despite its problems. There are highs and lows in an escapade like this, but wow, what an unforgettable experience! I can’t wait to do it all again for LD24 ;D

 

Tags: postmortem, timelapse, tips

Big Dave’s Ludum Dare 23 Video Review

@BigDaveIsCheap has posted a video roundup of 7 Ludum Dare gems! He’s really gone into depth with the reviews and it’s a really nicely made video.

Three of the games are twitter respondents:

Yep I’m biased to Tiny World War 😉

The other four are his top picks:

Watch it here!

LD28

Midnight Minigun taking shape

wip-1

It’s been an intense 15 hours, and now it’s time for a break!

Any comments gratefully received at this stage!

www.superfluidgames.com/LD28

 

Comments

15. Dec 2013 · 04:55 UTC
The list of features still to add seems to keep on growing 😉

Midnight Minigun is live :)

wip-2

 

wip-1

 

Here it is – for web, talk about intense, hope you enjoy it, any feedback appreciated!

Link

Midnight Minigun timelapse WITH FACE IN IT o_0

Midnight Minigun

15 hours in 1.5 minutes with awesome music by Franklin Webber … hope you like it!

TIMELAPSEhttp://youtu.be/dKAzKO71MHg

GAMEhttp://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=6965

 

Micro-postmortem

The good: Got in the zone; Straight to final art; Found awesome free music

The bad: Trying to make an urban tileset; Waking at 4am

The ugly: Turning my gorgeous 6 month old daughters giggles into Zombie groans… sorry Martha! ;D

Tags: postmortem, timelapse, zombies

Midnight Minigun Gameplay and Postmortem

Midnight Minigun is a top-down shooter where you fight the rising tide of Zombification in a small-town community. This was my third Ludum Dare and I only had 24h in which to create my entry … on the whole I was pretty happy with this one, I hope you like it!

Play and rate here

What went right

1. Preparation – I knew I’d only have a single day in which to create my entry, so making sure emy tools were sharp in advance was vital. I stripped down my last LD entry to base code and was ready to hit the ground running. Preparation also meant treating my family well and bringing everyone on board in a team effort – the Zombie noises were provided by my 6-month old daughter and slowed down in Audacity 😀

2. Tiny scope – dawn til dusk is not a lot of time and I wanted the game to be polished – that meant avoiding feature creep at all costs. The main feature I cut was a mechanic where humans would follow you. You could lead them to the fenced area in top-centre of the map and they would be “saved” and un-killable. It broke the flow too much so I cut it early. However the game is very simple as a result and could benefit from another feature or two… 8×8 pixel sprites was also the right move for my limited art skills!

3. Two phases: core then juice – I watched the “juice it or lose it” video linked by a previous LD48 poster and this really cemented “polish” for me. Polish is what makes a game shine and without it your game will always be dull. The biggest win is SOUND, so I grabbed the free music from Franklin Webber early on and made sure the gun sounds were bang on. Other additions to juiciness are the screen shake, darkness vignette and particles. Without these the game would be shallow and dull.

What went wrong

1. Struggles with art – I knew this game needed fun animations and readable sprites and environment. I really wanted a gorgeous colour palette to unite the elements but this proved elusive so the result is a bit of a mishmash – the dark vignette hides many evils! Creation of the environment tiles was really tough for me – I had plans for a school, shopping mall, carparks, cars etc … I just didn’t have the skills to pull that all off so the environment ends up feeling a little sparse.

2. Lack of reliable excitement curve – Ideally games should start with a hook, feature periods of tension and release, before a climactic finale (see e.g. Jesse Schell’s Art of Game Design). I think I have the first two but it is quite possible for the game to fizzle out / become a bit of a dull trudge to mop up stragglers. I would really have liked some kind of key event like a boss battle to provide an exciting conclusion…

3. Missed opportunity to add story – I kicked myself here as I really intended to get the player to drop some one-liners etc when you died/respawned. This sort of thing really lifts the experience and adds humour and character – alas, I chose to just “ship it” and regretted this afterwards. The ending is also a bit un-rewarding. Something tied into the fiction of the game would have been better, with a custom win screen with some nice art assets picturing your triumph or whatever.

Conclusion

I had such a blast making this game, and I’m pleased with the result. I really wanted to convey the feeling of mowing down hordes with a minigun (rather like the jungle scene in Predator…see below!) and people seem to dig firing that gun! It’s a simple and short experience that doesn’t outstay its welcome, and I think there is plenty of scope to add features for version two.

The comments and feedback I’ve received have been humbling, thank you Ludum Dare!

Play and rate here

Or watch Predator here:

Tags: pixel art, postmortem, success story

LD29

Ludum Jam defeateth me

20140428-075859.jpg

Sadly after perhaps 12 hours of toil (all I could fit in!) my attempt to make a massively multiplayer iPad RPG ended in an utterly predictable DNF 😉

However I’m happy with what I’ve created so far- gonna keep working on this one …

Congrats to all who entered !

Tags: iPad, iphone

Comments

JayPC
28. Apr 2014 · 05:12 UTC
Hey why not keep working on it and try to get it in for the Jam? It looks really cool! (Sadly I don’t have an iPad so I couldn’t try it…)
28. Apr 2014 · 05:23 UTC
Hi JayPC thanks very much for that, means a lot!

LD30

Over-excited

im_in

Seriously, waiting for Ludum Dare is worse than waiting for Christmas aged 10!

Goals this time:

INNOVATION

EMOTION

USER GENERATED CONTENT

It’s going to be epic, can’t wait to share the fun with you all!

 

Practise

practise

How does that pixel art thing go again?!

Can’t wait for the weekend, good luck everyone :)

Trappy Tomb is done! (online “multiplayer” :)

LD30_screen

Not kidding, that was epic!

The game took ages because every play through is saved to the cloud, you play along with everyone else!

If you beat the game, your statue will be carved for all to see, so good luck!

PLAY HERE