Morre

LD12

LD Introduction

I’m new to Ludum Dare, so I thought I might introduce myself with a short post. The plan is to enter the competition when it starts in a short while, although I suppose it still remains to be seen if I can find the time to do so :>

I’ll be using Java, and probably at least one of the below libraries:

  • Slick, which in turn relies on LWJGL. Slick is a 2D game library using OpenGL.
  • Phys2D, a physics engine for java (port of the same engine as JBox2D).

As for the game, I’m fairly convinced that whatever I make will be simplistic at best. But hey, I’ve heard somewhere that it’s participating that matters 😉 Now, I’m curious to see the other entries – good luck folks!

Tags: introduction, LD #12 - The Tower - 2008

Comments

Jim
19. Sep 2008 · 17:25 UTC
I am looking for Morre reeds for the B flat clarinet. I see there is a town in France named Morre. I am wondering if this is the source of the reeds? anyone with any information that could share it would be appreciated.

Oops

Bit late I suppose, but just to make things clear I’m using a really simple template for Slick apps which does nothing but opens up a window and listens to key events, that I’ve done beforehand. You’re welcome to it, of course, but I doubt anybody will find much need for it :>

Tags: LD #12 - The Tower - 2008, template

I’ve something, and it plays poorly

Well, I’ve something that’s working reasonably… and plays very poorly. It’s just too hard! The idea as it is now is to climb the tower using a limited amount of, uh, jumps? And touching as many walls as possible on the way up. :)

Tags: LD #12 - The Tower - 2008, progress

Demo!

I’ve gotten as far as having a demo to show. It’s Java webstart this time – will probably create an exe wrapper for the game before submission tomorrow. Try it if you like! :)

Tags: demo, LD #12 - The Tower - 2008, Towerball

Comments

09. Aug 2008 · 18:47 UTC
I managed to get to the goal with a score of 17, and then with 27. Then I stopped playing and went back to work. It’s a tricky game until you get the hang of it. I wasn’t aware that dampening was a limited resource. Perhaps have the colors change when you are dampening so that it is obvious when the effect is depleted?
09. Aug 2008 · 19:03 UTC
Very interesting, indeed… Very hard aswell, but the collisions and physics are very nice… Good work!
nilsf
09. Aug 2008 · 20:37 UTC
Very fun!

Towerball, final

There, I’m finally finished with my game for LD12 :>

____EDIT, 12:20 GMT+1____

Here’s an updated zip. The game is the same, but it has a slightly improved XML file for the compo game loader:
Towerball, CGL XML updated
_________________________

The final version is here: Towerball

There is also a webstart version.

For instructions, check out the readme.

7-levels in total, one featuring a somewhat dodgy owl. It’s really hard to do art on a 1/5 scale in an overly simple map editor! :)

Here’s a couple of progress screenshots to show how things have been coming along:

It’s been loads of fun doing my first entry for an LD 48h competition – I will quite probably be back for more!

Tags: final, LD #12 - The Tower - 2008, Towerball

Towerball Post-mortem

This was my first Ludumdare entry, and not knowing just what I could manage in 48 hours I decided to stick with a simple idea and tools and libraries I’m familiar with. The original game idea was to make the player hit all the walls in a 2d space with a trickier-than-usual to control ball, although this didn’t quite work with the Tower theme. Hence, I decided to turn the walls into a scoring mechanism, and to make a tower to ascend or descend instead.

The bad

Idea and gameplay: A few hours before the theme was announced I had an idea that I wanted to do. When the theme was announced, I realized that I could fit the idea within the theme, with a few sacrifices. Focusing less on hitting the walls and more on reaching the goal led to a few problems; for example, if you miss one shot when at the end of a level, you risk going all the way down. If this happens, you might as well start over. This isn’t good, especially from a beginner’s perspective.

Difficulty: The game ended up being too hard for many. I’ve had others saying it was too easy. I suppose the difficulty curve is to steep; I also believe that the dampening function in the game wasn’t intuitive enough. A quick tutorial and a gentle difficulty curve could’ve made this more fun.

Bugs: There aren’t many bugs that I’m aware of, but there is one that is pretty nasty – going through the walls. This happens occasionally if you hit a corner. Being pretty rare I didn’t think of this as a big problem, but I think I should’ve spent more effort on fixing it.

The good

GUI: Having controls in the bottom left isn’t all that great, I should’ve made a tutorial instead. Apart from this, however, I’m pretty happy with the little details in the GUI. I should thank the testers for this, especially GBGames in the #ludumdare irc channel. Small details like turning the screen red when you’re dampening and an additional power indicator close to the cursor helped make this game at least fairly intuitive. I’m also happy with the way the minimap turned out.

Style: I’m pleased with the style of the game, and what little textures I actually made. The graphical style works nicely for me, and I believe it makes the game look at least decently polished.

Sound: The sound effects in the game are minimal, and all made with DrPetter’s SFXR. That being said, I’m happy with how they turned out. They’re not annoying, and introducing them to the game really improved the feel, giving the balls a certain “heaviness” they hadn’t had before.

Fun: Being in the contest was lots of fun. I also think my game is pretty good fun to play.

Conclusions

With a few hours to go, I was so satisfied with the game that I didn’t focus all that much on developing levels. Or anything else related to the game, for that matter. In retrospect, I should’ve spent this time designing a tutorial and perhaps a title screen and a difficulty choice, rather than chatting around on IRC (which was loads of fun, by the way).

I’m glad I entered the contest and I’m happy with the result, and I’ve had a lot of fun participating. I’m sure I’ll be back for another LD 48 in the future!

Tags: LD #12 - The Tower - 2008, postmortem

LD13

Ack, the time!

I’m finding it hard to find the time to find a game idea.

If you didn’t understand that sentence, just read it as “I’m short on time.” Anyway, I’m hoping to be able to participate with a 24-hour game (sunday only), but we’ll see.

Also, I urge you all to play some Towlr before the contest starts.

Good luck to everyone!

Tags: LD #13 - Roads - 2008

Comments

05. Dec 2008 · 10:04 UTC
There is no need to have an idea before the theme is announced :) Good luck!
Morre
05. Dec 2008 · 11:24 UTC
I meant “find a game idea” as in “participating in LD13”, because that’s more or less what it’s about. Thanks though! :)

I am… in!

Happy birthday negativegeforce!

I don’t really have the time to make games right now, but I’m in. I spent one full day studying though, so might run out of time too soon.

I’m going to attempt a themed 4kb java game within ~33 hours… many of which I’ll be sleeping. This should be interesting!

So far, I’ve got almost nothing:

Tags: 4kb, java, LD13 - Roads

Progress, demo

I have a demo. You die somewhat haphazardly when objects collide, and it doesn’t tell you when you win (but you have when all the blue thingies have reached the opposite side). I do have win detection, it just doesn’t show anything. What else… Ah, you place roads by clicking the gray tile in the toolbox and then clicking in the world. Roads make objects go twice as fast. Restart the game by clicking [R].

Demo

I’m afraid I won’t be able to add a lot of maps though… I’m aiming to do this in under 4kb (so I can submit the game to the Java4k competition as well), and I’m almost out of space.

Screenie, in case you can’t try the demo:

Tags: 4kb, java, LD #13 - Roads - 2008, LD4k

Comments

increpare
06. Dec 2008 · 23:33 UTC
oh, that’s pretty fun :) good idea dude; I like how simple it is…

Tekicars4k finished!

[Update, Dec. 8 2008]

I forgot to provide the source code until just before the deadline, and my Internet connection wouldn’t work the last two hours before deadline. Anyway, here is the source:

Sourcecode (not very pretty, mind you. It’s rushed 4kb code.)

I’m done!

My game is called Tekicars4k. My plan is to enter it both into LD13 and the Java4k contest. In other words, it is a 33 hour 4kb game with the theme “roads”. Thanks to the size limitation, there is a grand total of 6 levels available. It is available as webstart and as a CompoGameLoader ZIP file, which has .bat, .exe and .sh (so should work on any OS).

Webstart (note: this version may be updated after the contest)
Zip file

Some instructions:
The goal is to place blocks in advance so that each Tekicar reaches an exit of the same color, without colliding with any other Tekicar. Walls will turn Tekicars clockwise, roads will speed them up, and arrows will re-direct them along the arrow.

As soon as you click “Go!”, the test begins – if you pass, you reach the next level.

Note that the ZIP file is way larger than 4kb, mostly thanks to the .exe wrapper. The game JAR itself is only 4kb.

A screenshot:

Tags: 4kb, final, java, LD13 - Roads, screen, screenshot, tekicars4k

LD14

LD14, yay!

I am in! Well, I have an exam on the day after, but I’ll do my best to study enough beforehand that I can comfortably participate in the compo… we’ll see how that goes! :)

I’ll be using either Slick, which is a hardware-accelerated 2d Java library, or ActionScript3 for this contest, I think. Or fall back on Java2D if I don’t want to use the others for some obscure reason. :)

I’ll be using some of my SlickTemplate if I use Slick, or my Template4k if I go with Java2D, I think. Both are very short, smallish templates that really don’t do anything besides setting up a frame and saving input states.

That’s all for now. Good luck in the competition, everyone!

Tags: actionscript, java, LD #14 - Advancing Wall of Doom - 2009, Slick

If you think 48 hours isn’t enough…

Comments

17. Apr 2009 · 13:20 UTC
Dood! 😀
17. Apr 2009 · 13:28 UTC
it took you that long? 😉
17. Apr 2009 · 13:31 UTC
I’ve heard that complaint several times. 😉

Further progress

I’ve made some further progress, but I’m not quite sure where I’m going with this:

Progress 10

Tags: Arrow, LD #14 - Advancing Wall of Doom - 2009, Sky, wall

Sky Upon Us

UPDATE:

Sadly there was a tiny bug in the final version of my game – the line “state = STATE_LEVEL;” was missing, so no pause screen would be shown between levels (although the code for layout and mechanics of that screen was already in there, as can be seen in the source).

I have fixed this and uploaded a new version to my site as both zip and webstart. I realize that this may not be taken into consideration when judging the entry, but I thought I should at least upload the entry as it was meant to be (and as I was certain it was!)

Sorry about that!

ORIGINAL POST:

Okay, here’s the final version of “Sky Upon Us!”, my entry for LD14.

I tried to upload the zip file containing launch files for Windows, Linux and OSX to the blog. Sadly, WordPress wouldn’t accept it even if I changed the file extention. Meanwhile, the game can be downloaded or started from all the following links:

While the game didn’t quite turn out the way I hoped, I’m still happy with most of it. However, the gameplay does get a bit repetetive; excuse!

As always, any comments are warmly appreciated!

A screenshot from the game:

Tags: Arrows, final, LD14 - Advancing Wall of Doom, Sky, Sky Upon Us, tigs, wall

Comments

Super-Dot
20. Apr 2009 · 02:07 UTC
Your sprites are delicious! I made it to the almost end of level 5–the wall on the bottom of your screenshot is what got me.
telaviv
20. Apr 2009 · 04:26 UTC
I’m having a bit of an issue on linux. I know you included the openAL library, but where should put what file to make this work?
Morre
20. Apr 2009 · 07:20 UTC
You shouldn’t have to move files around. Did you try both the webstart and downloadable version?

Sky Upon Us – tiny bugfix

Sadly there was a tiny bug in the final version of my game – the line “state = STATE_LEVEL;” was missing, so no pause screen would be shown between levels (although the code for layout and mechanics of that screen was already in there, as can be seen in the source).

I have fixed this and uploaded a new version to my site as both zip and webstart:

Sorry about that!

Tags: Arrows, bug, fix, LD14 - Advancing Wall of Doom, Sky Upon Us, wall

“Sky Upon Us!” – Postmortem and Stick Figures

I came up with the idea of making a shooter based on drawing arrows after seeing a concept sketch for another arrow game by fellow LD participant Sparky. In the week before the contest, I entertained the idea and tried to think of ways to make it “themeable”. I came up with what I thought was a great idea for “Rain” – falling stars, that you would use as ammunition. When I saw the theme “Advancing Wall of Doom”, I decided to keep the mechanics from “Rain” and just work the actual theme into that. In retrospect, this might have been a mistake. Read why after the break.

Game evolution

On a scale from “Amorphous Blob” to “Rigid Idea”, this is where my idea fits in:

LD14 Postmortem Graph

In other words, I had pretty much settled on what idea to use. I was also pretty certain I would be using Java as the language, Slick (an OpenGL-based 2D library) for graphics rendering and SFXR for sound.

Despite being relatively sure about what I was going to do, I didn’t get as far in the first day as I have in past contests. I more or less had my technology working, but no game to speak of. The second day, I woke up with a terrible headache that prevented me from working on the game for a couple of hours. Something was clearly wrong (see the image to the right). LD14 Postmortem Figure

A bit of technology

Before discussing a few gameplay issues, I’ll try to explain how the underlying technology used for the arrows and stars works. The stars are in fact controlled by a vector field with relatively sparse density (every 20 or 30 pixels or so). Each vector will turn downwards and change its length according to the strength of gravity over time. When an arrow is drawn, a new vector (that points along the arrow) is added to the vector field at every point in the arrow. This means that multiple arrows will create a stronger effect. For each star, the closest four vectors are then interpolated and added to its velocity once per frame.

The vector field without gravity looks something like in the screenshot below. Note that the arrows faded out a bit too quickly compared to the vectors when I took this screenshot.

LD14 Postmortem Vector Field

What went wrong

Shooting mechanics: I spent a fair bit of time tweaking the rain, gravity and arrow effect mechanics, trying to make it fun. Despite this, a lot of people have said that the arrows did not work as expected. The general sentiment seems to be “I expected the stars to follow the arrows closely”. I can appreciate this, and I did have this plan in mind briefly. In retrospect, I should probably have abandoned my attempt at making a somewhat more “correct” physics model, and instead let stars follow the arrows.

Rain: Having the stars fall down from above seemed like a great idea, but in reality it just made sure that the bottom of the screen never got any “ammunition” to use. A few alternative approches that I could have used are:

  • Letting the stars be “attached” to the sky, leaving a limited amount of ammunition per screen. With this approach, one would need to be more careful with arrow drawing (to avoid wasting ammunition). Perhaps stars could also grow back over time.
  • Having stars come from particle sources to the left or right, thus avoiding the “no stars in a given area” problem.
  • Creating stars for each arrow – perhaps they’d stick for a while and fire a couple of stars before disappearing? This could be coupled with more limited arrow-drawing and enemies that can only be shot from below, or behind, or at a certain point.

Lack of variation: The game lacks variation. There needs to be more enemy types and more variation in the shapes you’ll use for the arrows.

What went right

Visuals: I am primarily a coder, and not an artist. Despite this, several people have said that they liked the visuals of the game, and that is something I am happy with. While the arrows don’t quite match the pixelated style of the rest of the game, I think that the overall style is rather coherent.

Proof of concept: Having more or less settled on the idea in advance, I knew turning it into a fun game would be a challenge. However, I think I got at least halfway there, and I feel confident that further experimentation with the concept could yield a fun game. Several people have also told me that the mechanics may be suitable for touch screen or Wiimote-style controls.

Polish: Even if I didn’t have time to fully develop the gameplay, I think the game feels relatively polished; I’m happy with both the title screen and game over effect. I often skip both of these when making games, but taking the time to make them was well worth it.

Conclusions

Visually and polish-wise, I am happy with the results. I’m also relatively satisfied with how the game turned out overall, but I feel the gameplay could have used another day or two. A little bit of variation and better shooting mechanics could’ve made this game a lot better! :)

This was my third time participating in Ludum Dare. Once again, it’s been a lot of fun! I’m looking forward to competing again soon. 😀

Here’s a screenshot of the title screen from the final version:

LD14 Postmortem Sky Upon Us Title Screen

…Okay, I exaggerated a bit in the post title. There’s just one stick figure. Sorry :/

Tags: LD14 - Advancing Wall of Doom, PM, postmortem, Sky Upon Us, tigs, wall

Comments

Sparky
26. Apr 2009 · 07:16 UTC
Nice writeup. Thanks for inviting me to participate in Ludum Dare, Morre. It was a lot of fun! Now we have to start playing with fluid simulations…

Game Jolt competition

Thought a few of you might be interested in another time limit compo. To keep it relatively short: GameJolt.com just announced a competition to push their ad revenue sharing program, which entered beta today. The contest lasts a week and the theme is “Shocking!”. Three winners will get accepted into the beta, and one will recieve a steam game. More information can be found on their forum.

Some of you may also have seen this via the gamecompo mailing list, if you’re signed up for that. I hope to enter the competition myself, though I’m a bit pressed for time.

Tags: competition, compo, shocking

LD15

All set!

I’m pretty excited about the compo. I’ll definitely be entering, and using my regular tools: Slick, LWJGL or possibly Java2D. I’ll also be using my SlickTemplate again.

Tags: LD #15 - Caverns - 2009, ld48

Cavernous Shooter!

Well, it’s a tentative name. I couldn’t come up with anything better than that.

Anyway, I’ve made some progress, as shown below. There’s also a little webstart demo if anybody wants to try. It’s not quite what I’d like my game to be, but it’s better than nothing.

Play the demo

Tags: cavern, cavernous, LD #15 - Caverns - 2009, shooter