SiENcE

LD23

SlimeABug

Since 8 a.m. the schattenkind.net team (hagish, ghoulsblade & SiENcE) is working on a jam game. We decided to do a game where the hero is an ant. The little alien slime has to explore a wide and dangerous garden. This adventure will be the journey of her life.

We are working with LÖVE, Paint.Net, Gimp and our favorite editors. The final game is playable on Linux, MacOSX, Windows and in your browser.

Tags: 2D, love2d, schattenkind.net

SlimeABug – Gameplay

We are near to finish our game. We @schattenkind.net are doing the jam but now is bedtime in germany and tomorrow we have to go to work.

The gameplay in a short terms:

  • you are a alien blob from a distant planet
  • your spaceship crashed on the earth
  • find your ship to get home
  • you are a shapeshifter ;-)  and you can change your shape
  • change your shape to solve tricky situations and get to your ship
  • consume corpses to learn new shape-shifting forms
  • different forms grant different abilities that will help you on your way
  • you are a [tiny] alien blob from a distant planet

3

This entry was posted on Sunday, April 22nd, 2012 at 3:07 pm and is filed under LD #23. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

SlimeABug – a Happy Bug

We just finished the titlescreen from our game called “SlimeABug”.

LD24

my Berlin LD timetable

Here in Berlin the LD starts at 3am in the morning. So here is my timetable.

Berlin @LD Night

Berlin @LD Night

LD START 3 AM @Saturday  Stand up at: 8 AM – 1 AM = 17h @Sunday Stand up at: 8uhr – 1uhr = 17h END Monday 3 AM _______________ 17h+17h=34 hours (instead of 48h)

This is the first time for me to make a game in html5 (javascript). My backup is Löve if i can’t manage MelonJS :-).

Language: Javascript (backup is Lua)

IDE: Crimson Editor

Graphic Editor: Aseprite | PyxelEdit | Pickle

Game library: MelonJS (backup is LÖVE)

Tile editor: Tiled

Music: IPAD + Garageband

SFX: SFXR + Me

OS: Windows 7 64bit VM

 

Stay tuned !

Tower of Evolution – difficulty chart

Some people are complaining about the difficulty: “It’s too easy”.

So here is my hint:
Try to win the game with the starting monkey and you will see how hard it is. To solve this you don’t have to use the mutation blobs but instead jump over them. The bad about this one is, that you don’t have any spawnpoints ;-).

the game: http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=10298

 

Tags: html5, javascript, MelonJS, schattenkind.net

Tower of Evolution – LD24 Wrap up

Beware the spikes

Beware the spikes

play & rate the game: http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=10298

What went right:

Nearly everything. MelonJS was just wonderful. Some limitations but i got around it. I had no javascript experience before, but i know java and lua very well. So no problem (debugging javascript is still a pain). The game idea evolved during development :). I started with some gfx and made a small level in Tiled. Than i started coding the jump&run mechanic. I did some colored tiles but later i switched to Black&White. Why? It was a harder task to use only 2 colors and i run out of time to create a colored palette. I had some problems filling all 18floor but some friends playtested an early alpha of the game and told me what i can do better (thx to hagish & ghoulsblade).

What went wrong:

No so much.

  1. Hitboxes where not optimal
  2. the contrast and quality of your monitor/lcd decides whether you see the spikes or not
  3. i don’t like the name of the game

Thats all :-).

I calculated 37 working hours (out of 48h) but in the end i only spend 26h on the game.

Used Tools:

  • MelonJS (javascript game framework)
  • Tiled (Tile Editor)
  • Chrome (for debugging)
  • Notepad++ (Script Editor)
  • Paint .NET
  • Irfanview (Screenshots)
  • sfxr (Soundeffects)
  • Audacity (Sound Editor)
  • GarageBand (iPad) for the music
  • WinSCP (for upload to our server)
  • Total Commander (without this tool i’m off)

cheers

SiENcE

Tags: html5, javascript, MelonJS, schattenkind.net

Comments

juaxix
02. Sep 2012 · 17:12 UTC
I think this a win, it is a question of which way are you celebrating it, if it is creating a post-comp version as you suggested to me, double win :)

congrats

Post Compo Version and Soundtrack of TOWER of Evolution added

TOWER of Evolution

I just added an Post Compo Version with Title screen, updated Soundtrack, Pause Menu, Highscore and lots of bugfixes!

http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=10298

 

Download Soundtrack: Mp3 | Ogg

 

I hope you feel the groove. This soundtrack is now my Ludum Dare hymn.

cheers
SiENcE

Tags: html5, javascript, MelonJS, schattenkind.net

Devmania 2012 – Gamejam (Overnight Contest)

Devmania 2012

Devmania hobby game developer meeting & overnight gamejam contest. Here you can show your current indie game and you can participate on the nights gamejam.

The Devmania (former Dusmania) is held every year since 1998 in Frankfurt/Main & later since 2009 Mainz Germany.

The contest: Develop a game overnight from 14pm – 9am.

http://www.devmania.org/

5

This entry was posted on Tuesday, October 2nd, 2012 at 3:43 am and is filed under October Challenge 2012. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

LD25

Fisticuffs

I’m in :-).

I used the whole day to find the right idea … but well … no real idea.

So, i started to work on a Ice Hockey simulation. But i’m only simulating the Fisticuffs ;-).

Fisticuffs

Fisticuffs & LÖVE-Webplayer

So you want modern techniques, you want WebGL and HTML5?

I ported this my LÖVE (love2d) game to the famous love2d-webplayer. If anybody needs help in porting his game to webplayer, feel free to ask me :).

Here you go, try: Fisticuffs

Fisticuffs_web

LD28

Good morning Germany

I’m currently fiddling with my LÖVE API port to Sony PSM Vita while i’m thinking about a game idea.

Now let’s start this LD.

Love2D_PSM_2

Tags: Love, love2d, PSM, Vita

Sophie’s World

I decided not todo a traditional platformer or a pixelrated game this time. I decided to create a game for little kids and my wife is doing all the artwork :).

We called it ‘Sophie’s World’ named after the famous book!

sophies_world4 sophies_world5

Sophie’s World

I finished the game mechanic. My wife helped me a lot doing this cute artwork and because of this, i participate this time in the Jam. Now it’s bedtime and tomorrow will polish the game by adding sounds and animations :).

Good night LDers!

sophies_world6

Sophie’s World – post mortem

Sophie the cloud

 

Sophie’s World

So, it was my first time joining the Ludum Dare game jam at all. You can’t imagine how many times my husband has told me about it (or probably you can, given the fact that you yourself might as well do this all the time 😉 ). For him, it was the 3rd LD – not to mention all the other game jams he has joined so far. So you can imagine that I was quite excited that I was about to join him this time!

Having never done any serious digital drawing at all, I have wanted to try the Inkpad app on the iPad for a long time now. The LD seemed like a great opportunity to check it out and learn a view things about vector graphics. So that’s how the adventure started.

The idea
We decided to make a game for children without any violence. At first, our idea was to create a couple of fast touch mini-games with cute graphics.

Along the way
At the beginning, I just started doodling until I came up with a cloud – Sophie was born! We then thought about what game we wanted to create around Sophie.
While I went on drawing, my husband put together the game framework. He chose LÖVE because his experience with LÖVE did help him a lot in previous gamejams. Besides, he started to implement all needed LÖVE functions in the Sony PSM SDK in C#, because originally we thought of this game as a touch game.

FredWhat went great
The best moment was when my husband made cloud Sophie rain for the first time! Now I know why he enjoys creating games so much – it’s so great when your game and characters come to life! I’ll definitely do this again.

What went wrong
Soon we realized there won’t be enough time to create more than one mini-game, so we had to change the game concept a bit so that it would fit to the theme. We then decided that “You Get Only One RAINDROP” from Sophie every day.
It also would have been great to have the game as a touch game, because for me it seems that it’s much more intuitive for children.
We also could have worked more on the sound effects and the clickable items, but again, we ran out of time at the end.

You can play our game here.

Tools
Sounds – bxfr
Music – keyboard
Graphics – Inkpad
Engine – LÖVE and Sony PSM SDK

You can watch a video of the game played on the PS Vita:

Tags: bxfr, children, children game, inkpad, Love, love2d, PSM

A bit shabby!

I just played the game Lumen and it’s a very nice Idea and very great game! Nevertheless after reading the description i realized that the author didn’t make the music and sounds himself. He said that he just took some free assets.

So why people give a
“#42 Audio(Jam) 3.77”
rating?

Sorry for but i don’t understand this! I putted a lot of work in the music of my entry and get only a
“#323 Audio(Jam) 2.67”
?

I think the Audio category is the most wrong voted category!

Comments

sam1373
10. Jan 2014 · 11:58 UTC
Ratings aren’t about how much work you put in, they’re about the result, and since he was in the jam, he was allowed to do that.
10. Jan 2014 · 12:59 UTC
In the Competition Rules and Eligibility section:

“For Jam games, you are free to use whatever artwork or content you like (preferably something you have the legal rights to), but you must accept all responsibility for its use.”
10. Jan 2014 · 16:11 UTC
The Jam never used to have ratings. It was created to provide an opportunity for those who didn’t have the skill/will to compete in the Compo, to still take part and assemble something, and put it up for show.