radmccool

LD33

I’m in?

Well I’m going to see what I can mash together with gamemaker if that counts 😀
Looking foward to all the random games I’ll get to play too 😀

>:(

Deciding things is hard…

If I made…

a game where you’re a Mexican fleeing from Mexico to usa and the boss is donald trump. Have I crossed a line?

-Someone in Ireland who only knows Donald Trump tries to make Mexicans look like monsters and wants to make a game where you shoot donald trump :/

Comments

22. Aug 2015 · 17:03 UTC
One thing I think is good to remember is, “Art should comfort the disturbed, and disturb the comfortable” — a paraphrase of a poem by Cesar A. Cruz.
RadMcCool
22. Aug 2015 · 17:14 UTC
Thanks for feedback. That paraphrase is now on a note stuck to my pc 😛

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LD34

Im in

Gamemaker
Photoshop

Insomnia

candies

Some Progress…

 

GIFtastic

Presenting Trick Shot (Two Buttons). Using 1 button for power and 1 button for angle try to do both at same time. Rules are a bit relaxed, its more of an “if you set angle and power at same time the game notices” than a mandatory thing. Otherwise its just a wee simple puzzle thing. Got most of coding done with tester assets. Just got to make some new assets ( sounds too), couple more objects and created some more designed levels. Coming along nicely.

Its amazing how…

…so  many things can seem to all go wrong at once.
I think I made it in time, working on getting html5 working so hopefully that becomes a thing soon.

Comments

oxysoft
14. Dec 2015 · 03:58 UTC
when preparing for the dangerous 48 hours of ludum dare, expect that your entire setup will break down and that all of your code will fail when deploying to production

RE: Compo Entry/Bug fixes

There were a couple of technical errors i corrected there, should i change the source code download to match fixed version or keep original as is?

Comments

Hegemege
14. Dec 2015 · 15:24 UTC
You could make another link for the updated source, but it’s no big deal. You yourself judge if it’s cheating or not :)

LD35

Help with HTML5 packaging/publishing from UE4

Anyone know of a quick vid/guide?
All the ones i’ve found mention things my package seem to lack
I used 4.11 for this, am i screwed?

Comments

RadMcCool
17. Apr 2016 · 18:53 UTC
TT_TT
RadMcCool
18. Apr 2016 · 01:44 UTC
>_< google led me back here

im done.

I mean physically,  going from gamemaker to ue4 has been disorientating. Some annoyances, some pleasures.
So many nice games though, this jam gets a lot of really cool talented people. Can’t wait to vote

Fixed Game Speed :D

after loads of people already voted :(

Have a go or replay if you played the broken version please >.<

http://ludumdare.com/compo/wp-content/compo2/542293/56816-shot0-1461024775.png
Muh Gaem

Thanks for playing my game :D

Since the creation part of the jam ended I’ve grown to like my game less and grown less hopeful of my score (I have a feeling a silly bug messed things up a bit). However thanks to all those that took the time to play my game and leave a comment, its a simple little thing but it means a lot.
Hopefully I’ll finish a mobile port soon when I have less on my plate as that is where I think the game would best fit.

Comments

yuigoto
09. May 2016 · 09:07 UTC
Man you made something and it’s nice and challenging, and that’s a great thing! :) The two-handed controls really makes up for some nice challenge! :)
RadMcCool
09. May 2016 · 09:18 UTC
Thanks, it was a fun experience. Your game isn’t too shabby either 😀

LD36

imin

ue4 and 3ds max and substance painter, maybe maya too if theres much call for animation (dont really know much about rigging). Sound is looking like bfxr and my mic if required. Looking at some music programs too… any suggestions for simple programs appreciated.

Public Noises

Anyone know where i can get some free human noises, like grunts and other non verbal things?
really dont want to resort to a headset mic
gender doesnt matter either (though having one for each would be swell)

Im tired and i failed

Barely got first section of my game done but heres a wee video of the start and finish mashed together poorly

:(So…

This was my 4th ludum dare and my first not to have a game done. I got a bit cocky and thought i could make a more narrative experience but got bogged down by a large asset list. Most of the interaction was simple on paper, the player just clicks on stuff how hard could that be? However, when it came to executing my plans i eventually realized things were less similar (therefore requiring more varied and specific rules). Also i wanted a butt-tonne of models which i think i got 1/3 done lol.
So about 3 hours before finish i gave up and ordered take-away though once it arrived the guilt of not submitting got to me and i threw some of the assets together in a rushed mess into a thing. Its hard to be more specific than thing but im not wholly ashamed of it. Anywho if you want to play something walk-simulatory and different give it a go. or watch the video below but you can only do one or the other.

Comments

imphenzia
31. Aug 2016 · 05:18 UTC
Too bad you didn’t get to finish it, but hopefully you got something valuable from it anyway for your next LD! I just participated in my first LD but I am learning from this post that with multiple LD in the bag one must be cautious to not to aim too high. Would it have been possible to get the game to a “complete” state and then add additional assets and interactions as time would have permitted do you think?

Ludum Dare 37

HALP

So I’ve been working on a mobile game I was hoping to release in November but I managed to squeeze in some time to fix parts of my LD game and if possible would love to get some feedback. I’ve mainly just worked on the feel of the game and this post is basically to try and grab some feedback while you lovely people are here. If anyone does this i’ll happily playtest and do whatever feedback thing you want as someone with programming, 3d modelling and animation experience.

When I’m done with my current project I’m thinking of dedicating my time to this game and this is my plan for it so far
The game would be an homage to my favorite game genres and a celebration of the places games could take you from inside your home. The level in the prototype would be a basic, content deficient version of a fantasy/medevil type level. Originally for the jam I planned the fantasy to be seemlessly followed up with a city, then space, then abstract. While this was too much work for the jam I’ve planned several further levels out with thematic enemy types and bosses.
Anywho…So these are the things I’d like some feedback on:
1. Do I make different ships for each level that have individual contextual firing modes, upgrades and meshes OR have a much more involved, complex upgrading system that has a Soulsian, loose-progression-when-you-die mechanic (die and you loose random upgrade)?
2. The shop mechanic is still not really built so you can just buy all the available upgrades and go into negative money which isnt too big a deal because the prices arent balanced. Though if you can just upgrade what you feel you need and let me know what upgrades they were.
Also if you have some shump type games with cool upgrade systems let me know so i can steal their ideas do some research

Download Link  (postjam version please, not too fussed about getting votes at this point)

LD 38

Given the theme...

Just wondering if anyone has any quick ways to make a globe texture? I figure we've been making maps of the planet for a while so theres bound to be some neat shortcuts...

tfw...

you probably could make the compo deadline but want to just take it easy and just enter the jam...