SplitPainter

Ludum Dare 46

Coastal rocks + cement textures + super downscale = awesome PS1 textures

How to make PS1 3D creatures and textures?

  • Model the creature in Blender, keeping the limbs as separate polygons.
  • Get some natural high-res photos and textures.
  • Scale the textures to 256px or even 128px, preserving hard edges (no anti-aliasing).
  • Apply textures in the UV.

Cement, coastal rocks, rust, asphalt

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Result: an unique looking FFVII inspired Kaiju

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[Play and Rate]

Mix and Match to get awesome results!

The face is a mixture of coastal rocks + the shadowed part of the rock texture + rust. When stretched, it creates a natural "bio-weapon" look. 2e2f1.png

Ludum Dare 48

My LD 46 Documentary (I made a PS1-like game with Godot)

Last year, in April, for LD 46, I made a "visual experience"/"dark narrative" with Godot and Blender, inspired by Silent Hill, FFVII and more, Kaoamaru Kaiju.

I recorded everything and yesterday, one year later, I released a mini-documentary (it's not just a timelapse) - right now it's only in Portuguese, but if I see enough visitors from other languages, I'll add English subtitles.

https://www.youtube.com/watch?v=rcnoxfp1FdY

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Two Lessons From Scarface that are the Most Important Lessons to Game Jams

The Only Two Lessons you Have to Remember

  • Don't underestimate the amount of work you will have to do. Don't be greedy thinking that you can get it all in just 3 days.
  • Don't get high on your own confidence, in hopes of creating a MMORPG in 3 days. Plan tinily. Have a tiny scope and focus on that.

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But what if you want to make a Fortnite-clone in LD?

Well.. The last time I was part of Ludum Dare was on April last year, on LD 46.

I wanted to make a full fledged 3D game with: - Intro cutscene - Many other intermediate cutscenes - Two gameplay mechanics - 6 endings

Turns out I ended up spending 2 days making the 3D art *for all of this and *1 day making the intro and intermediate cutscenes.

And the end of the jam, I had NO GAMEPLAY at all and just 1 ending.

This is the game if you are curious. It actually provides almost 4 minutes of cutscenes, and I personally enjoy it. I actually consider my submission a success, because it was created from scratch, original content and it's something you can watch and get puzzled afterwards, because I purposefully left many unanswered questions in it.

But that's it, there is actually no game in it, it's a "4 minutes cinematic narrative". So if you want to make a GAME and not a cinematic, those lessons are important.

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I'm in, for another PS1 or N64 style game with Godot and Blender

One year later, I'm in! This is going to be my sixth LD (first time on 2011, with a different account).

Tools: - Godot - Blender - LMMS, Audacity - Krita, Gimp, Photoshop - ScreenToGif - OBS

I'll make a low-res, PS1 or N64 like 3D game! As always :smile:

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Rigged and Masks

What's left in terms of art? I'll now use the rigged human to create around 10 static poses, which will represent different mental traits as marble status.

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A game about Autism and Bipolarity. Explore the depths of mental disorders.

An exploration of the ingredients, traits, and thoughts of an autistic mind. A game about diving deep into what happens in the everyday reactions and feelings of someone on the Autism Spectrum Disorder. ​A game about mental disorders and how day-to-day mundane things are perceived by both neurodiverse and neurotypicals.

To make things even better, April is Autism Acceptance Month, so this game matches this month perfectly.

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Play and Rate

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Looking for Godot games to play and rate. Leave them in the comments!

Share you Godot Game with me!

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I know, why just Godot? Well, there are just too many games to play. So I want to first filter by my favorite engine.

So, leave your Godot game in the comments. I'll play the games this weekend!

My Godot Art Game about Autism

While we are at it, I also made a game with Godot! It's a very different game for Ludum Dare, it's a virtual museum about the perceptions and traits of Autism.

Play and Rate

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My game got a lot of attention outside of LD (Virtual Museum about Autism)

My Ludum Dare 48 game, The Spectrum Soup got some traction in Autistic Discords, Forums and Sub-reddits, and it turned out to be my most successful game ever. I even got some USD donations, totaling US$ 20 - not bad for a jam game. Many games made on the course of months never get to $1.

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[LDJam Page][Itch]

The game has thousands of plays registered in Itch, and then ironically it got less than 30 ratings in Ludum Dare, due to the fact that I did not do my work of playing and rating other games, and that the majority of players come from outside. And the feedback has been immensely positive all over the place.

Game Jams as mean of expression and art

I never actually made a "normal" game in Game Jams. In my previous Ludum Dare account, where I made a game in LD from 2011 to 2014, I always made experiments.

The same under this account:

The themes and constraints of a game jam allow you to create more experiences and focus on art, instead of having the pressure to make a commercial viable product.

I don't have any will to add combat, enemies and all those "mandatory" game design things you know of. Of course depending on the theme and idea I may do a "normal" game in future jams, but what I mean is: in my definition of game jam, I should break away from the chains of "game design".

Me = Van Gogh obsessed. Theme = Unstable. Game = obviously about Van Gogh.

I already got the game idea, game name, concept, and I started slicing the art and making the prototype with Godot.

A point and click game.

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I'm obsessed about Van Gogh, especially by his letters. I know all of his timeline with historic accuracy, because I've read and studied his letters (and probably I've already read all books about him) - but regardless of that, I won't make the game with historical accuracy, otherwise I wouldn't be able to use some of the paintings due to the period that they were painted.

So, as soon as I saw the theme "Unstable", I immediately said: "I CAN FINALLY MAKE A GAME ABOUT VAN GOGH" (if you don't know, Van Gogh wasn't stable, mentally speaking, but I won't get into details now, let's get back to work!).

Ludum Dare 49

Van Gogh point and click game finished. Now time to add details and polish.

All screens and content implemented, in my custom point and click framework made with Godot.

Content and timeline comes from Van Gogh's own paintings and from his own words extracted from his letters!

The game itself is finished.

And I still have 16h until the end of the Jam.

Now I'll add details and polish!

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Follow Van Gogh's journey until his mental breakdown in my Point and Click game

Van Gogh's Blue Bedroom

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[Play and Rate]

In my point-and-click game, follow Van Gogh’s footsteps and creations during his stay in Arles, France.

Read his own words, extracted from his letters to his brother Theo Van Gogh.

Discover his desire to build a community of artists with his friend Paul Gauguin, from his blissful days and ideas, to his mental breakdown and instability.

Game based on historical facts.

Powered by Godot!

The INTENSE task of creating a Van Gogh game... alone... in 3 days!

For this Ludum Dare, I made a historically accurate game about Van Gogh, specifically about his stay in the city of Arles, France, where in a matter of 450 days, he produced a staggering amount of more than 180 paintings, including many masterpieces such as The Sunflowers, The Bedroom, The Yellow House, Portrait of the Postman Joseph Roulin, Terrace of a café at night and The Night Café. But it's also the period where one of his most critical mental breakdowns took place and he ended up cutting his ear off - which he also turned into a masterpiece, Self-Portrait with Bandaged Ear.

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What does it take to make a historically accurate game of the most beloved and most prolific artist in the whole world? Going even further, what does it take to make such a game in just 3 days?

  • Simple answer: it requires obsession about Van Gogh.
  • Elaborate answer: you have to have read all of his letters, in order to be able to create a narrative that makes sense in a game. Almost 900 letters to be precise.

Van Gogh Letters?

The letters are the window to Van Gogh’s universe. The letters express: as literature, as a chronicle of an artist’s life, and Vincent’s own sketches from his works and ideas.

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Vincent’s correspondence falls into two parts: the letters he wrote himself – 820 in all, 651 of them to his brother Theo and 7 to Theo and his wife Jo – and those he received – 83, including 39 from Theo and 2 from Theo and Jo. By far the most letters are to his brother Theo, his best friend and loyal supporter. Theo kept Vincent’s letters with great care. Vincent was less careful – he threw lots of letters away, or burned them.

See more: - This website contains ALL LETTERS with sketches, paintings, and references all linked together. It also links letters that reference each other and other historical references. This website is probably the most important and most complete website ever published about Van Gogh: http://vangoghletters.org/vg/ - https://en.wikipedia.org/wiki/TheLettersofVincentvan_Gogh

My Process to make "The Blue Bedroom"

Visited the Van Gogh Museum in Amsterdam

You have to feel his paintings in person, you have to notice the passion of every stroke.

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* Of course I haven't done this happen during this Ludum Dare [part 1], but it's a requirement to make a game about Van Gogh.

Watched all movies about Van Gogh

All movies, documentaries, and TV shows. The most relevant one for the context of this game is Lust for Life):

https://www.youtube.com/watch?v=k39hFQitHrE

* Of course I haven't done this happen during this Ludum Dare [part 2], but it's also a requirement to make a game about Van Gogh.

Read all of Van Gogh's letters... twice!

Having have read all of the letters twice was the most important step in the creation of the game. I knew where to go and what content to look for.

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Of course, I wanted to make sure that I was getting the right material and the correct paintings, during all my time working in the jam I referenced the website Vincent Van Gogh - The Letters and volume 4 of the 6-volume book collection Vincent van Gogh – The Letters The Complete Illustrated and Annotated Edition multiple times.

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* Of course I haven't done this happen during this Ludum Dare [part 3], but it's also [again] a requirement to make a game about Van Gogh.

Brainstormed the narrative and the Game Design

With all the knowledge I acquired with the other steps, this is where I truly began working in the game...

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Having the knowledge of all of Van Gogh's timeline and paintings, I then brainstormed and sketched the storyline, the outline and the structure of the game. I asked and answered questions such as:

  • What exactly from Van Gogh do I want to show with the game?
  • What practical events and paintings can I show from Van Gogh that are related to the theme "Unstable"?
  • From what letters can I extract Van Gogh's own words to portray those events?
  • How can I exhibit his mood and his soul by using both his paintings and his letters?
  • How to mix all of that together, while keeping it as accurate as possible, but without making it boring and time-consuming? I.e. how to make a game about that, after all?

I couldn't move forward before finishing this step. Because I needed to know EXACTLY what to look for, to then go to the relevant letters and paintings, the ones that are part of my answers.

Selected and extracted the relevant letters

In Joplin (as I always use for EVERYTHING in my life), I copy and pasted all the relevant letters from Arles related to what I wanted to show in the game.

Downloaded high-resolution versions of the relevant paintings

Using Dezoomify I downloaded the highest possible resolution of the relevant paintings from Google Arts & Culture and from the Van Gogh Museum websites.

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Some of these files are 120MB JPGs! Huge! In the end, I needed only The Bedroom in its maximum resolution. For the others, a mere 1080p-resolution JPEG would do it.

* Some of the paintings in the game are not from the Arles period, such as The Starry Night and The Drinkers.

Summarized the content of the letters and created connections

Most of Van Gogh's letters are very long, translated using language from the 1880s. I couldn't simply paste them into the game. Nobody would read and it would also be very boring and time-consuming.

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For that reason, I invested a great deal of time, making simple and straight connections between the letters that I selected, and then, I took only the relevant parts, that tried to emphasize Vincent's mood and his plans. I won't go into detail here, play the game to see what I mean :)

I also mixed and matched some letters, to make a more engaging connection between them. So while all of the content has historical accuracy, some of the letters were chronologically changed (but just a bit).

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When I had the first draft, I then stripped the content even more and added bold to the most important words and phrases.

All of this text work was also done inside Joplin, with Markdown.

Mood progression (or regression)

Since the game starts with Van Gogh in a very elevated mood and shows his moods degrading until his breakdown where his ear is cut off, I tried to convey these emotions by combining: - The two most important items: extracts from the letters that pinpoint exactly that and all the different self-portraits when he looks into the mirror in the game. - Showing different skies outside of the bedroom window - Music - From colorful to darker paintings - And a surprise sound effect (play the game!)

Selected self-portraits to match the progression of his mood

I actually solved this step when I was brainstorming, because I outlined scenes based on his self-portraits:

  • Just arrived from Paris: self-portrait with a Parisian hat.
  • Excitement about the arrival of his friend: Self-portrait with a palette.
  • Getting distressed: bald.
  • Play the game to see the rest :)

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The self-portraits aren't in chronological order either. They come from all his oeuvre. Otherwise, I wouldn't have much choice if I stuck only to Arles for this purpose.

Development

All of this was also done during the jam, all by me: - Created a simple but complete point-and-click framework with Godot, with object interactivity, UI, secrets, room and scene transition, and more. - Sliced and layered paintings with Photoshop. For example, I wanted to be able to open and close the window from his Bedroom, I also wanted to make objects clickable, so I sliced elements from the paintings. - Animated Van Gogh mental breakdown, broken mirror, ear slicing and more, with Godot's AnimationPlayer. - Music and sound were taken from Zapsplat and Freesound. - Added the UI and the secrets

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One of the most important rooms in the game is the mirror. In this case, I used the ultra-high-resolution version of The Bedroom and then sliced the mirror and added the bedroom as a reflection. Then I layered the "glass", where I could show Van Gogh approaching the mirror and his different self-portraits appearing.

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Published it!

Excitement! I turned out to be even better than I anticipated. I got emotional when playtesting it... Precisely because by reading the letters, feeling the music, and looking at the connected paintings, I can also feel Van Gogh... again.

Play the game!

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Extras...

Let's say... I'm a little over the top when it comes to Van Gogh, and I collect a lot of things and books related to him. But mostly important, I feel really connected to him after having read all of his letters. So this game is a small tribute.

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Looking for Godot games AND for Narrative/Visual Novel/Art Games (any engine)

Did you make a game with Godot?

Please leave it in the comments so I can play and rate it.

Made a Narrative or Visual Novel or Art Game?

Please leave it in the comments so I can play and rate it.

Come cut Van Gogh's ear in my art game

Ok, even although I treat it as humour, my game is actually serious and atmospheric.

Do you know I read more than 4000 pages of text from Van Gogh's letters in order to make this game? Check details in the post-mortem.

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[Play and Rate] [Post-Mortem - INTENSITTY AND HARD WORK!]

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If you made a game about mental health, share, quickly!

Did you make a game about mental health / mental disorders?

Mental health fits the theme "Unstable" perfectly. So, please let me know about your game, while there's still time to play and rate!

Come learn about Van Gogh's Mental Instability and Cut his Ear in my Game

Ok, even although I treat it as humour, my game is actually serious and atmospheric.

Do you know I read more than 4000 pages of text from Van Gogh's letters in order to make this game? Check details in the post-mortem.

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[Play and Rate] [Post-Mortem - INTENSITTY AND HARD WORK!]

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Ludum Dare 52

I'm in after 15 months without Ludum Dare - I'll try to not make a weird game

So it's been 15 months since I last took part in Ludum Dare.

For the past 6 months I've been working (on my free time) on my first commercial Steam game, Brazilian Street Food Simulator, but I want to cool off and do gamedev unrelated to it, so I'm in!

https://www.youtube.com/watch?v=qjL1q7c5I3s

In LD I tend to make weird games with little to no gameplay:

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So this time I'll try to do a game in the sense of a "pure" game. I will TRY (I don't promise) to not invent anything, I will TRY to follow common and simple conventions, let's see.

Tools: I always use and used Godot (I'm even a Godot contributor), but I will use either Unity or UE for this LD. I'll decide when I see the theme!