Wouter52

Ludum Dare 55

I am in :)

Hi everyone! Just saying: I'm in :-)

Favorite tools:

  • Notepad++
  • Paint.net
  • Filezilla
  • Physical Calculator
  • Some poor-old random notepads I have laying around
  • One of those fun 4-color pens :grin: :pen_ballpoint:

The idea

The idea is to play a cat that needs to kill his time/boredom outside until food is ready, catching birds, mice and fish in the process. Once food is ready, the owner will yell out "Fooooood", and then the player needs to traverse the level back (platformer), to get to it's food asap!

hero.jpg

I just love the chaos

These are four builds of our game. It looks like garbage at the moment, all test stuff. The latest build is top-left, where the sprite for our main-character is shown :smile:

chaos.png

100 days to go!

Join the countdown below :-) Last time we had a countdown where we would share songs and stories behind those songs. I noticed that people would lose inspiration after a while. Do any of you have suggestions for alternatives or alterations? We would like to keep the countdown fun for all :-)

Come and join the countdown!

We're counting down to day 0 in this thread: https://ldjam.com/events/ludum-dare/55/parsley/100-days-to-go

Come join us! We share a song or movietrailer for each day (only one a day allowed)

Ludum Dare 56

So proud!

Excuse the jpeg artifacts, I Have been sharing this to everyone I know! I present to you: the perfect themes:

Untitled.jpg

~~This is satire~~

Created a powerpoint for my mate

Each slide is a basic idea for how the theme would fit our constraint for this year. I had fun creating this :grin: The whole presentation is peppered with some of the most horrible random animations known to mankind

Screenshot 2024-10-04 110427.png

I'm in!

Tomorrow morning at 9AM I will meet up with my mate (@ithebreather) to start brainstorming :-) That means that the theme will be known for 9 hours by then. I really have to use all my willpower NOT to open this website in between. Furthermore: @lizz, my lovely GF with who I live together with, will most likely know the theme in a few hours because she's also in (solo). Another challenge for me, as I really need to use my willpower not to keep asking what the theme is :sweat_smile:

I will be using plain ol' javascript with HTML :smile: Graphics / audio is most likely done by my mate :-) No idea what black-magic applications he'll use. Usually I feel intimidated by all the toggles and switches on his screen

Have fun everyone! Don't be too hard for yourselves

I'm here to collect your mobile games

We would like you to comment your favorite mobile-friendly LD games here! So we can play it while sitting on the couch with the cat on our lap and some hot coco in our hand :coffee:

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Post jam version released!

Hi all! We've been working on an updated version of "PEPE's wall of pride". This version has some fixes that should make the game more fun to play. If you have not played the game yet, and you would like to give it a try: please rate the original version first! It is clearly marked in the main menu.

When you're ready to play the post-jam version, please press "P" in the main menu and the post-jam version will start instead. These things have been changed in the post-jam version:

  • Reduced paintings to be filled in to 5 (instead of 10) :frame_photo:
  • Reduced planets to 8 (instead of 10) :earth_asia:
  • Slightly increased (de)acceleration-speed of arrow :rocket:
  • Gravity has been tweaked to be slightly stronger :apple:
  • Make the planets leave a trail :race_car:
  • Add an indicator for catched meme-critter in UI :panda_face:
  • Canceling download makes meme go back slower :arrow_up:
  • UI has been moved down :arrow_down:
  • Make starry background move faster :fast_forward:

Please note that all highscores that are achieved in post-jam mode, will get a blue tag in the highscore table

Thanks many much @lizz, @kr4ft3r(most patient player), @pious, @mrs-wheelsx, @snory, @kanity, @shreemp, @skvader-418, @wheelsx(current highscore-holder) for the wonderful and honest feedback. @everyone else, please check out their games too!

postjam.png

Lets celebrate! Music-countdown #4

A few weeks back the man himself (@pov) confirmed that LD57 will be happening (see link below), I thought we should celebrate by counting down to the LD weekend!

https://ludumdare.com/news/taking-a-break/

Rules are simple:

  • Only music / musicvideo's + maybe some description about the song, or your day or anything else that comes to mind :-)
  • One song a day
  • Give other LDers a chance to post their song

Here's my contribution to kick-off this countdown :-) 32 days to go!!

https://www.youtube.com/watch?v=T9MXNbpXQ3g

Ludum Dare 57

I was so proud!

So cool! One of my suggested themes is in the Voting round! 😃😀 And then I realized, that I suggested "wave" and the one in the themevoting is "waves" (plural) :sweat_smile:

Still proud though!

Wave.jpg

Some crazy ideas

I am in! While I have your attention btw, I have some crazy ideas floating around in my head that I would like to share. Maybe I'll shoehorn one in this year. Although, last year we learned that it could end up into severe tunnelvision.

First idea:

Go to the flea market that is in the area (it starts 3 hours after theme announchement here in the Netherlands) and ask people if I may photograph their stuff to incorperate into the game. I think the game would be some sort of 'find and click' with a few twists.

Second idea:

You are some curcuitry of an old CRT television. The idea is that you 'race' the beam and mix the right colors to recreate a picture. The beam will go (in slow motion) from left to right line by line. The closer you are to the source picture, the more points you get. There are levels where each picture is getting more detailed. Maybe there will be an option to display your creations with fellow LDers

Third idea:

If Folklore wins, I want to recreate a story that happend here in the Netherlands where people climbed a tower in their neighbouring town to measure with ropes how long it is. Their plan was to build a tower in their own town that would be bigger. However, they got cought up in a local bar and got wasted, the people of the neighbouring town used that opportunity to cut off 60ft of the rope. They ended up building a shorter tower because of that. The game would include some stealth aspects and some chase aspects where people with scissors will cut of parts of the giant rope that dangles behind the player. How well you did will show up after the tower is built in the game (every player gets their own I think, so your actions will be shown to other LDers).

Fourth idea:

Some game where lots of fundemental game rules can be changed by players. Maybe once per round for instance. Those changes have effect of all future plays of the game for all players accross the board. Some example gamerules: - who is the enemy - how long until the level is done - where does the player spawn - how much health is there in the game - what is the objective - what colors are used in the level design - are certain areas restricted or not? - etc

I suppose that last one would be a headache to balance

Just going to leave this here :-)

60 seconds of Kramer entering Jerry's apartment https://www.instagram.com/pedrofola/reel/DCeSvYvO7wy/

To all new LDers:

Every year I do this post, just to remind you that your health is important.

Welcome and have lots of fun! Here are some tips :-)

  • You are the most important this weekend, so take care of yourself (drink/eat enough, sleep enough, use a good chair, etc)
  • Be aware of 'feature creep', a good way to do that is to plan something that should take half of the weekend to create. Be sure to playtest it and if there is more time, THEN implement some of your scrapped features. Always aim for a "least viable product" in the first day of the LD weekend.
  • Make sure the game is easy for you to play: you know the mechanics very well as you are the designer. For other players it should be harder to play, as they did not spend an entire weekend to design it :-)
  • Take time comming up with a solid, fun and doable idea, it will save time later as you can ground your development in this first concept.
  • Controversial one here! Don't be afraid to use new techniques and tools. It will take up time ofcourse, but it is a great way to force yourself to grow as a gamedeveloper. Keep time in mind though.

If you leave a comment, then I will put your name on my 'to play list'. I'm curious what you all end up creating :-)

First build done

Hi all! Man what a morning. My GF woke me up at around 4AM to start brainstorming and we talked for about an hour to find a fun idea. I must say... The theme... euhm... Lets say that I've seen better decisions made by a cat walking on a keyboard :laughing: I was a bit useless as I went to sleep too late yesterday and now my brain was not fucntioning.

Just when we finished, we started hearing a firetruck approaching. :fire_engine: Its a small village with around 300 homes, so this was pretty rare. I was like "euhmm", opened the curtains and DAMN, someones shed a few homes behind ours was ablaze! The whole sky was deep red and we saw big clouds of smoke going into the sky. There were little pieces of burning material landing in our garden :scream: Luckaly the fire was out pretty quick and as it was someones shed, I like to believe that nobody got hurt. We were right awake by then.

Ok ok, so the idea: After an impressive brainstorm session we have the following idea: You are a diver exploring a underwater cave / city system. Your goal is to "drain the ocean" by connecting pipes. So it is an exploration / puzzle game.

Try the first build here! It is mario's long lost stepbro "Mr Marmo" and his self-made swimming mechanics.

Click NIGHTLY_01 here: https://www.wouter52.com/PROJECTS/LD57/NIGHTLY_BUILDS/

On schedule?

No idea haha, I have some big plans for this one. Things I got done:

  • Basic collissions
  • Basic level interpeter. Because of fingerprint-prevention-code in firefox, the HTML canvas did not contain the neccecary values to interpret the level data. It was so severe that I can effectively create 15 types of objects per definition file.
  • Pipes and playing fields are almost done
  • Swiming movement
  • Tiles that somewhat connect with eachother. That took too much time to implement. Its a brain teaser if you create that from scratch
  • Making it dark in the depths of the sea

Things on the todo list: - Make the pipes interactable - Create 7 levels - Create basic enemies - Create rewards - Create hazards - Create level specific art - Create win condition (draining the ocean) - Create loose condition - Create water effects - Music and sounds and such.. - Titlescreen and scoreboard

52 hours to go!

Here are some nightly builds if you want to check it out: https://wouter52.com/PROJECTS/LD57/NIGHTLY_BUILDS/

Tomorrow is going to be a busy day!

Lots of base stuff has been programmed now. But I keep adding more featues. My GF is going to design some puzzles / levels tonight.

Stuff I did today: - Create basic enemies - Create rewards - Create win condition (draining the ocean) - Create water effects - Music and sounds and such.. Need more work - Make the pipes interactable (big one!) - Create GUI for puzzle area

Stuff I need to do tomorrow: - Create 7 levels - Create hazards - Create level specific art - Create loose condition - Titlescreen and scoreboard - Menuscreen - Create sprite for player

Wishes: - Some easter eggs - Scoreboard per level

27 hours to go!

Here are some nightly builds if you want to check it out: https://wouter52.com/PROJECTS/LD57/NIGHTLY_BUILDS/

Mom: we've got collision system at home.

Collision system at home: 5.png


Ok ok, I HAD to fix this, because the current collision system had a glaring bug that was mentioned multiple times in the feedback. It was detremental to the games funfactor. Luckily I did not have to rewrite everything. I had to change 3 lines of code to improve it. It is not perfect, but it works now. For transparancy and to share my findings I decided to do a deep dive ~~hehe~~ here. Don't feel obligated to read this if you don't really care.

How the system should work:

So, I wrote this baby myself: 1. The code starts with setting a 2D array to NULL values (width * height of screen) 2. Then all the objects that have a collider will be tested in with their special ID, pixel by pixel (every pixel, remember this ~~forshaddowing~~. If there is a NULL value at the pixel spot, the collider id will be written into the 2D array. If there already is an ID there, a function will be called that "reacts" to the combination of the tested ID and the ID that is already in the 2D array. A reaction could be: playing a sound, resetting player velocity, etc.

(For example: If red is already in the array and blue is being checked, the system will see if blue overlaps red. If blue finds a red square, it will react accordingly. If blue finds an empty (white) square, it will place blue in that spot.)

1.png

It is important to know that the order of collision detections is a limitation of my implementation. For me it works, but I have to be creative. For instance, my player object has two colliders, a horizontal one to detect X-axis colissions and a vertical one for the Y-axis. Both react diffrently.

How peals were bugging stuff out

While creating pickups, I needed a way for the pickups to each find out which one is hit and delete it from the array of pickups. I could have had every pickup to have it's own ID and test them one by one. Instead I opted for another option: in my infinite wisdom I decided to modify my already tested and perfectly good colission system and shoehorn some code in that returnes true when it found a colission. All the code would still work that "reacts" to the colissions, the only change I made was that the code itself would return true and false when it collided.

(For example: The red and yellow squares are already in the array. When blue is checked and finds ANY square, it returns true and stops checking.)

2.png

This caused a problem. It reacted to ANY collision. Remember the code that checks for X and Y axis colissions? And remember how the array is filled with ID's when a NULL value is present at the tested spot? Well.. I've got news for you: When testing for the X axis, the code would write a bunch of values into the 2D array where a null was present. Next it would test for the Y axis. However... it would react to the FIRST colission it encountered, would try to react to it (y axis does not react to the x axis), but it would still return true and stop checking the rest. This was not what I intended, the could should check all of it and then return true if a colission happened. The code checks from left to right, top to bottom. So it only happened in specific ways.

(For example: The red squares are already in the array. The yellow squares are being checked on the X-axis (and since there were white squares in those spots, the system writes them into the array). When checking the Y axis, it finds the X-axis squares and stops. Ideally, it should continue checking further to find the red squares, but it doesn’t.)

3.png

How did I fix it?

I added some extra code that would return true if it found a specific ID that is provided with an parameter. Otherwise it would just keep on checking.

This little change lets me control WHICH reaction it should return true with. I can also tell it not to return true at all.

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