zenmumbler

LD25

Getting ready for 1st LD

Getting ready for my first LD next week! I’m going to be using HTML5 stuff, I’d love to actually make a native x-plat app but I haven’t had enough time to look beyond native Mac OS X dev and I need the audience…

See my amazing warmup game: Infinite Pong that is, well, Pong but with cfxr sounds and psychedelic colours! Everyone has to make Pong once in their lives.

To try multiple new things out at once and thus increase the points of failure (to keep things interesting) I’ll be live-streaming whenever I’m busy via my twitch channel.

Comments

10. Dec 2012 · 15:22 UTC
Hi there, new guy :)
10. Dec 2012 · 18:00 UTC
Hi Folis,

Let’s go

OK, of course LD had to start in the middle of the bloody night so after sleep, shower and food I’m ready to go!

The theme is broad and I’m already predicting a couple of game genres that will be created and I’m also going for a simple tech (2D side) game in HTML+Canvas with a sub-theme: Corruption.

Livestream is up at http://www.twitch.tv/zenmumbler
On irc as zenmumbler
Twitter: @zenmumbler

I will do my best to incorporate goats as I can.

First steps:

  • app skeleton
  • platform basics
  • first playable
  • awful graphics

Tools:

  • Gear: iMac 27” 8x3GHz i7 / 16GB
  • Editor: Sublime Text
  • Gfx: Pixen + Pixelmator
  • Sound: inudge.net + cfxr
  • Level data: Tiled (likely)

Tags: start, tools

Working prototype

OK, prototype is working. I’ve got nice entities, a world loaded from level data as saved by Tiled, entity-world collision (sucky but working) and callbacks up the wazoo to play sounds, to perform actions and to insert herp-derp-AI code.

Spent way too long on the core framework, but still 31 hours to so still have hope. Excuse the programmer art, I’m going to make the little dude bigger because this is too small.

I make occasional uploads to http://logic-dream.com/ld25/ if you want to try (not much right now)
Also still streaming on http://twitch.tv/zenmumbler but nobody is there anyway so may as well turn that off.

I hate the sun.

Prototype version of Make It Black

Halfway Checkpoint for Make It Black

The 1st day comes to an end and I’m quite satisfied with the result so far. The game Make It Black features you, a dark creature who just wants to go to whatever oblique dimension he calls home but he’s trapped in some sort of cheerful place with smiling creatures. Help him get out of there by darkening the place up a little.

Gamewise this version is still quite in alpha mode, to-dos are: actual levels, disgust level, sprite interactions, more enemies with better AI and an intro and ending sequence. Enough to do for tomorrow but this is a nice waypoint for now.

Pic shows world as it darkens because of your awfully tarnishing bile. (test level)

start, sort of halfway and delicious darkness

start, sort of halfway and delicious darkness

Latest version playable at http://logic-dream.com/ld25

Finished except for sound, CRUNCH AUDIO TIME

I finished my entry Make It Black with 80 minutes to spare.

I’m very happy with the result as I kept it simple so had time add quite a bit of polish (or Juice) and the game is complete with ending level, in game info, difficulty buildup, ambient animations and even a goat. Screenshot below is of intro level.

Only thing missing is sound and I’ve got some good samples lined up so adding them before the deadline is my only goal in life right now. Good luck to all!

plus1Goat

 

WebKit Snap 004

Make It Black Postmortem

This was my 1st LD and my first entry in any kind of coding competition ever. I had a lot of fun and I was luckily supported by my wonderful girlfriend who made sure I actually took in food at normal times.

First off,  play and rate the game                    > Play Make It Black <-
Can you ignore this guy? I don’t think so.

darkdude

What went right

  • I heeded the tips given by others here and kept a working, interactive product throughout. This allowed me to quickly try out ideas I had. My “design document” was one sketch of the floor and a hooded dude and 10 bullet points in a text file.
  • Crucially, I did not implement some things that one part of my brain said were mandatory. In this case, I wanted to add flying cherubs with ranged arrow attacks. Though good in concept, I knew that I would have difficulty balancing issues, AI issues and more that can add up to hours of tweaking quickly. Instead, I focused on polishing all aspects of the game that were there already.
  • Which brings me to polish, I’m quite satisfied with that, there is a difficulty curve, introduction of gameplay elements over the first 2 levels, interactive background elements, a not completely herp-derp AI, and a lot of subtle things like plants dying randomly if their floor tile is corrupted, a cool dying animation, smooth transitions between levels, etc. I like it.
  • As for graphics, while thinking of what to do, I discarded all ideas that would hinge on pretty graphics because I Am Not An Artist. “Retro” scaled up 8×8 tiles are really just a way to hide your non-existent drawing skills :) I compensated in other places by making cheap but good looking effects using code and math (POWAH) like the clouds and the nice and, in retrospect crucial to gameplay, background sky transition.

What could go better next time

  • I spent a lot of time on the core platform game code. This was actually a goal. I never made a platform game before and I like to know how stuff works so I was not going to use a library for it. I did get lost for too long on some details I should have postponed until later, like some collision corner cases.
  • I had looked at Tiled (the Tile map editor) before but had not made anything with it nor used its data files in anything, so I could have saved about 2 – 3 hours of time just by practicing a bit with it beforehand.
  • Sounds were added in at the very end and are rudimentary but functional. Again, a tools thing I had played with cfxr but not with Audacity and had to download that to make a simple change to one of the samples with 30 mins of time left. Not recommended.

In all, I learned exactly what I wanted to learn: the basics and problems of a 2D platform game and I had a great time. I’ve been rating other games and it’s great to see the variety and skill shown in all the entries. See you all next time!

I Joined the 200 Club

Must be that time of year! My aim is 256 rated games for obvious reasons, but not sure if I will make it.

There are oliebollen to be had tonight. Happy 2013 everyone!

In the mean time, rate some more games and join the 200 club as well! You get a free goat!

LD33

In it to grin it

Bit of late start as I was a bit stumped by the theme which is very similar to when I last participated (LD25, You are the Villain) so that was a bit of a thing; but in the shower I had a fun idea (ProTip: when you’re out of ideas, have a shower and relax) so let’s get cracking.

Starting tech now with WebGL. Good luck everyone!

Pinky’s Nightmare posted

I went for the Jam after all as I needed more time and still didn’t have enough. Missing is audio and more polish, but it’s a real game with win conditions, title and outro screen and all that. I’m happy with the looks, given more time I would have tried fancier shader stuff, but pretty good.

I hope y’all like tank controls and PSOne-style fixed cameras. While used out of necessity, they add to the atmosphere of the game so I’m happy with it, try it! It can get a bit disorienting but it’s a maze in a nightmare! It should be disorienting…

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=17143

pnm2

 

And now I sleep (3am here)

 

Pinky’s Postmortem

With little over a week left in the voting period, here’s a quick recap of my thoughts on this LD.

PiNa

I, like many others, used reverse Pac-Man as the core idea, with the added change that while you’re technically the baddy, in this game you are role-reversed once more and Pac-Man is the hunter. It’s like role-reversal Inception, that guy Nolan’s got nothing on me.

Play it now!

You’re Pinky the ghost and you need to find keys in the Pac maze to open up the door to the ghost base while avoiding the mindless Pac-Abominations who can kill at but a touch. That’s really kind of it, concept wise. Navigate maze, find keys, avoid walking spheres, win.

Last time I used the 2D canvas implementation but since I’ve been busy with 3D and OpenGL 4 in my C++ library, this time I wanted to experiment with WebGL. So far, I have ignored the “Don’t learn new things during a Jam” mantra as I am a stubborn fool, but it has been in my favour, if not always in the game’s. So in PN, you move around a 3D extruded version of the pac maze.

First, I went for 1st person view, but I wanted a 3rd person camera, because 1st person would have just been _too easy_. Sigh. Since I wanted to keep it low profile and compatible, I couldn’t use the Pointer Lock APIs and keyboard controls are more like directional pads than sticks so I went with 3D of the late 1990s, in the glory days of the PSX. Fixed cameras. This was a major gamble as I had never done anything like this before. The decision was both good and bad.

✅ The good parts were that I put the cameras up high on the wall, so to speak, to give an oppressive feel of you being watched in the darkness.
? The bad was that switching between camera points becomes disorienting quickly when there are no landmarks or distinguishing features to help your mind orient.
? Additionally, I had to spend a _lot_ of time tweaking both the exact positions of the cameras to be far enough but not too far and in code rejecting cameras that can’t see you or are too far away. It’s very easy to end up with quickly oscillating camera viewpoints and the only reason that is not the case here is because I put in all the time to avoid it, which I should have been using for things like sound or other things.

levelmap✅ Coming from desktop GL 4, learning WebGL was surprisingly easy and fun. The feature set is so limited that if you are familiar with the core concepts of 3D programming, you’re up and running very quickly. That was fun.
? I didn’t have time for any audio, which would have helped immersion and atmosphere immensely. It was on my list but even with 72 hours I just did not get to it.

✅ I was able to quickly prototype the level by having it be a simple image. Using a PNG with the color channels having specific meanings I had the full Pac maze available for both level mesh generation, collision testing, camera placement and AI path placement. This was essential to dev speed.

<– Black = wall, blue = AI path, Green = camera

? I was so busy with cameras and getting it done, I never really acted on the fact that the Pac maze is too just not a good fit for this 3rd person camera view. Everything looks the same. I applied a colour gradient over the whole maze for basic guidance, but it was not nearly enough. I should have customised the playing field and/or added distinguishing features/marks.

In the end though, I had a start and end screen and a working game, I had a lot of fun and I learned new things. All good stuff.

And I’m continuing this vibe and will make one game a week for a while. I’ll post updates on my Twitter if you’re interested.

LD34

Back in the trenches

I’ll be joining again this time (3rd time participant) and am glad to see most the of the “You are the X” themes fell by the wayside…

It’s going to be 3D again, because 2D is just a D too few.

Also, I’m testing my TypeScript based game framework “Stardazed TX” I’ve been working on since the last LD. It’s a conversion of my native C++14 framework and I’m happy the way it’s been shaping up. It’s almost 250KiB of code so far and you can find more on the github repo.

For a quick preview of what I’m working on, see this development build of a racing game I’m using to prototype stuff:

Screen Shot 2015-12-10 at 12.27.55

Try it here: http://zenmumbler.net/gz/

Z to accel, A to brake, LeftRight to turn, Down for Gear-up, Up for Gear-down. This build is manual gear switching only, sorry about that. There’s some other weird things going on, but it is just a prototype after all. Be sure to try it with the volume on. (it also works on mobile with touch and tilt controls, only tried on iOS9 tho, focus is on desktop for now.)

Mandatory tools list:

  • Framework: my own Stardazed TX, because even frameworks need Capcom-style names
  • Language: TypeScript in Sublime Text 3 with Microsoft’s official TS package, works quite well.
  • Platform: WebGL, HTML5 Audio, almost all modern browsers (not sure about MS Edge tho’)
  • The standard tools for sound and music, possibly stuff from textures.com and yobi3d.com if I go for the Jam
  • May go for procedural textures and levels, depending on the theme and mood

Best of luck everyone and see you on the other side!

Progress: two-thirds of day one

Got to a good milestone, I’m generating a 3D snow track in my app using some simple instructions and it’s now working quite well. It’s just the track so far, no borders, etc. I’m also following the snowman route like some others but if it all pans out this will be rather…, different.

This is done using my custom TypeScript + WebGL based framework and I’m quite pleased overall. Below is an animation of me flying around a small section of the generated track. More interesting stuff to come. Good luck, everyone!

snowclip1_med

Halfway Point (of the Jam)

Roll a snowball down a track, forward motion is automatic, just 2 controls: left and right keys (or tilt left and right on mobile).
The track is generated by an array of simple orientation and length structs. Custom TypeScript/WebGL framework.

Snowman Builder Extreme – GOTY 1996

With the last real commit done at 2:59 local time (1 min before closing time) I’m happy with how my 90s low-budget 3D gaming love letter has ended up!

Play it Now!

smbx_b

Consider what would have happened if a 90s era team somehow knew about Katamari Damacy and had 3 days to build a snowboarding game without an artist or much of anything really. Snowman Builder EXTREME!

Okay, it’s 4am, should probably leave the office now. Best of luck to all in the voting period!

Snowman Builder Extreme After Hours

Snowman Builder Extreme’s idea came about quite quickly and was shared by other participants: roll a snowball down a hill to make it grow while stuff happens. The twist in SME is that you pick up typical snowman stuff: carrots, pebbles and hats and they accumulate and roll down with you, similar to the Katamari games.

Create an Extreme Snowman right now!

The growing theme was thus growing the snowball itself but also extending the ball with a bunch of carrots and hats.

The two-control part was easy, the snowball moves forward by itself and you can only apply force to the left or right, which also helped in making you feel less in control of this thing thundering down the track.

Snowman Builder Extreme Action Shot

Overall I’m very happy with how it turned out. My artistic skills are minimal so I used external assets from places like opengameart and freesound and a theme by Kevin MacLeod from incompetech, which I’ve always wanted to do, but I took the time to add a simple menu and other game-y elements, statistics and achievement titles.

Tip: Always take time to add menus and hud overlays where appropriate, I didn’t last time and it made the game worse for it.

The movie above is me showing you can get the highest title “Expert” in the game. Reaching the absolute end of the track is not easy. Try it yourself!

The Good

  • Making use of assets allowed me to focus purely on the game and engine code (and I needed the time)
  • I made a track generator that works with simple rotation and length instructions to create the track and wall mesh blocks and collision + direction information
  • Creating the game showed me where some of the holes were in my custom WebGL engine and it got better just by being used for something new
  • At the end of day 2 I was a bit demotivated, it still looked rather barren and most of the game wasn’t there yet, so on day 3 I started with pure gameplay and once I saw the carrots and hats rolling along with the ball my spirits lifted quite a bit. I could get this working and it was fun too!
  • Adding the titles. When the game reacts to what you’re trying to do, it feels very satisfying. Always put in effort-reward points and/or cycles. BTW: there are 16 titles total, get ’em all!

The Bad

  • My engine does not yet have built in collision detection and we all know how much fun that can be, especially in 3D. As a result, it is possible to fly through walls at certain angles and speeds but it happens rarely enough that it would just have to do. LD is not a time to spend 2 days fixing it, but the track gen + collision info gen took me a full day
  • Like most LD entries, there’s a lot of low hanging fruit. Small improvements that would add good value. But Monday I had a 20-hour day and that was just enough to get to where I got now
  • Good+Bad: It looks like a game from 1996 because of the simple 3D objects but I decided to own it and promote it as if it was a low-budget game from the early PSX days.

I had a good time, learned new stuff and improved my framework. It was great and I hope you enjoyed it as well. Now play the game and please rate!

-Arthur

Final 2 Days to gain titles!

Screen Shot 2016-01-02 at 22.09.37

Can you find the True Snowman title?

Here it is, the final shoutout to play SBExtreme. To also pass along the love here are 3 games from the 177 (~6.2%) games I rated that I found interesting or fun.

Octov by Taldius

Interesting take on command sequences and you are a Shyguy!

 

Darkness by Sineglitch

A sound-centric experience with visuals to aid it instead of the other way around.

 

Conservation of Ninjutsu by kuhnerdm

Ridiculous, fast-paced, simple and funny. A great compo entry.

 

I wish you all a happy and creative 2016!

LD36

AltBrowser updated for LD36

Better late than never, but I updated my DTBB alternate games browser using the LD36 entries.

If your game was misclassified then I am sorry. Like last time, it’s a bit hit and miss based on keyword detection etc., but in general most entries are properly indexed and categorised.

In short for those who don’t know:

Instant full-text search through all LD36 entries, filter by platform, click to go to the game’s LD page.

Screen Shot 2016-09-12 at 16.42.33

Explore LD36 Games

Ludum Dare 37

Browse the Ghosts of LD Past

Howdy folks,

as you’re all typing up your “I’m in” posts and preparing mentally for #37, why not check out previous entries in my easy to use LD Games Browser!

dtbb

I’ve written about it before but since last time I added the games of all LDs going back to #15. Pick an event and search for some stuff. Type away to search and be inspired!

Remember:

  • Instant full text search for quick filtering and browsing!
  • LDs 15 through 36 included! (pre #15 were dark, dark days)
  • A UI and colour scheme that will make any designer cower in fear!
  • Completely static site so it costs me basically nothing! Yay!
  • It’s open source! Zoink (uses TypeScript)
  • *cough*platform classification is based on some reasonable heuristics, it’s good overall but mistakes happen, sorry!*cough*

Browse Games Now!

 

Comments

Farelle
27. Nov 2016 · 03:45 UTC
for some reason i get connection timed out :/
berkano
27. Nov 2016 · 12:47 UTC
The site doesn’t load for me :-( Looks interesting!