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Ludum Dare 29 — April 25th-28th Weekend [9 PM EST] — Theme: ??? (Slaughter Ends Soon!)
  • Ludum Dare 29 Compo (48 Hour+Solo+Scratch+Src) Begins: in 7 days, 1 hour, 41 minutes, 17 seconds
  • Ludum Dare 29 Jam (72 Hour+Teams OK+Relaxed) Begins: in 7 days, 1 hour, 41 minutes, 18 seconds
  • [ MiniLD 50 | Warmup Weekend April 19th-20th | Real World Gatherings | Ludum Deals | Wallpaper ]


    About 7Soul (twitter: @7SoulDesign)

    Entries

     
    Ludum Dare 27
     
    MiniLD 42
     
    Ludum Dare 26
     
    Ludum Dare 25
     
    MiniLD #38
     
    Ludum Dare 24
     
    MiniLD #35
     
    Ludum Dare 23
     
    Ludum Dare 22
     
    Ludum Dare 20
     
    Ludum Dare 19

    7Soul's Trophies

    The Construct 2 User Self-Award
    Awarded by 7Soul
    on December 19, 2012
    big pixels, big charm award
    Awarded by Hempuli
    on December 19, 2010

    7Soul's Archive

    Progress

    Posted by (twitter: @7SoulDesign)
    Saturday, August 24th, 2013 1:44 pm

     

    preview2

    Dodging barbecues and kitten cannons. The game has it all!

    In for my 8th LD!

    Posted by (twitter: @7SoulDesign)
    Sunday, August 18th, 2013 12:35 am

    4th Jam, again with the same team as LD23 and LD24

    And remember kids, whatever happens, upvote kittens

    Posted by (twitter: @7SoulDesign)
    Thursday, May 30th, 2013 2:10 pm

    scr5I made a Doom 2 map for the MiniLD

    http://www.ludumdare.com/compo/minild-42/?action=preview&uid=2958

    7 LDs and finally…

    Posted by (twitter: @7SoulDesign)
    Monday, May 20th, 2013 8:01 pm

    I made a cool graph thing showing how I did in all 7 LDs I participated:

    https://docs.google.com/spreadsheet/ccc?key=0Ar-33qvLZBHXdHgtV3RmTUFtTGxPV3dQbXZfa0dXc0E&usp=sharing

    And here’s a summary of them all. If you’re new to LD, I hope you can find some kind of wisdom somewhere in there.

    My first LD, #19: Worked my ass off, and my game was really buggy and unbalanced. The graphics were very tiny pixel art, but I’m glad people liked it. Here I learned that having a clear goal is important, and that the main mechanics should be worked on first (as obvious as this might sound)

    LD#20: Remembering how I got tired after LD#19, I said I wouldn’t work as much and do something simpler, so I made a puzzle. It holds most of my worse scores… That’s what going into LD with no enthusiasm looks like.

    LD#22: Now trying to find a middle ground, I decided to take part in the Jam and just get my game polished and not buggy. I was really satisfied by the end product and the ratings. I don’t take pride on the audio score since I used free music for it (which is what I usually do)

    LD#23: This time I worked in a group. It was as fun as it was stressful, me being the project coordinator and the programmer. We aimed a bit higher than we should, so the game lacked in the level design department, and there were a few glitches.

    LD#24: Again with the same team, we decided to go with an idea that didn’t involve intricate puzzles or graphics. The game was simple enough to work on, and the team did a great job working on the assets. Only problem was a lack of decision-making, resulting in a lot of confusion and last minute rush.

    LD#25: Working by myself again, I decided to try different ideas (no platformers or shooters).  I enjoyed making the game, and take pride in the end result. Problem is, there was a lack of good documentation making planning and debugging a mess in the long run, and resulting in the game being confusing, with unclear goals and feedback.

    LD#26: Zero hour hit, and people were mad about the theme. I wasn’t. To me it was a great opportunity to try to think outside of the box. I remember explicitly saying “with this theme, few good ideas with shine” (and they did!). And some of the games were amazing.

    So I had my idea of making an interactive adventure where you could switch between two worlds to solve puzzles. I quickly saw a need to simplify this idea, so I made it a point and click game, which would have simpler graphics and mechanics.
    The idea of having two game windows that connected to each other came when I went to bed (like most ideas :P) but I was not sure it would be possible.

    So I spent pretty much the whole first day making sure it worked, and the entire time praying it wouldn’t break the last minute >_<
    I’m glad I could figure something out that was unique and fun to do, even if I didn’t work as much in it as I wanted (had to cut a good 1/3 of the game…)

    Then results are out and I see a golden medal next to one of the scores. It took 7 LDs (and a couple MiniLDs) and I couldn’t be happier!

     

    See you in august ;)

    Day 1 Progress

    Posted by (twitter: @7SoulDesign)
    Saturday, April 27th, 2013 6:39 pm

    pic3

    It’s a browser game, and it’s two games.

    A simple world and a complex world.

    The light is now water

    Posted by (twitter: @7SoulDesign)
    Friday, April 26th, 2013 9:48 pm
    pic1

    This is part of the game design document, it also sums up my game pretty well.

    Construct 2 Live Tutorials

    Posted by (twitter: @7SoulDesign)
    Wednesday, April 24th, 2013 2:56 pm

    Considering using Construct 2 to enter Ludum Dare? Our friend Ipsy Kyatric is making a series of live video classes to cover all the basics of this engine.

    Watch it at Youtube

    Watch it at Twitch.tv

    More info at the University of Reddit

    Get Construct 2 40% off this month

    Dungeon Mastermind – Postmortem

    Posted by (twitter: @7SoulDesign)
    Saturday, December 22nd, 2012 12:37 pm
    banner01

    Click to go to the game page

    screen06

     What went right

    » Tools: I was familiar with all tools I was using

    » Art: I’m addicted to working with the NES style graphics, so this was no problem. From the sprites to the font and title screen, it was all fun to work on.

    » Sound is my weak point. Luckily a day before someone suggested me a website with free music, and there I got all music I needed. I also used sounds from freesound.or instead of the usual bfxr

    What went wrong

    » Time: Couldn’t join the compo because I wasn’t going to be home on sunday, but this is hardly a problem, as I still had 2 whole days to work.

    » Planning: I didn’t plan the game properly. I never got to that point where you say “ok, the game is about this“. It was all over the place, and because of that near the end I had to spend a great deal of time just to figure out if the concept actually worked.

    » Had to cut many features off, like a more in-depth interface with more helpful information, and a loot system that was supposed to add more depth to the game.

    banner02

    And then

    After submitting the game, I added a statistics system to it, and submitted it to Kongregate. It’s pretty fun to see how many people are playing it.

    Not my best game by far, but this is what Ludum Dare is all about: learning. Next time I will plan things better and actually have a fixed idea of what the game will be.

    Progress so far

    Posted by (twitter: @7SoulDesign)
    Saturday, December 15th, 2012 11:20 am

    In my game you’re that RPG villain, and the hero is coming to you. Your objective is to position enemies and traps in dungeons to discover what are his weaknesses. The finally when he gets to your lair, you choose the right weapons to defeat him.

    When the hero goes through a dungeon, you can see how much damage he took and dealt, and how much time it took him, so you can eventually find out what enemies give him the most trouble. But you must remember you can’t kill him until the end, like any good villain.

    It’s progressing quite nicely. Most art is done; databases and UI too.

    screen01

    Not a post-mortem

    Posted by (twitter: @7SoulDesign)
    Friday, September 14th, 2012 2:53 pm

       I’m 7Soul and I’m the programmer of Dead Pixel Games, a group of 5 brazilian friends with a passion for game design.

       Cosmic Canvas is our second ludum dare game, the first being Biodome.

       I don’t have much to say, other than go play our game, and have fun.

    First few hours

    Posted by (twitter: @7SoulDesign)
    Friday, August 24th, 2012 11:16 pm

    Took us (a team of 5) 4 hours to come up with an idea. The concept art you see here doesn’t make any sense, ignore it.

    MiniLD game continuation

    Posted by (twitter: @7SoulDesign)
    Tuesday, June 26th, 2012 6:15 pm

    I’m continuing my MiniLD game. More info here

    Unnamed shooter

    Posted by (twitter: @7SoulDesign)
    Monday, June 18th, 2012 7:06 pm

    Alright, game is done. Well, sorta. At least it’s playable. There’s only one level that keeps looping

    Play here (WEB)

    (use chrome or firefox, IE will probably lag)

     

    The initial idea was to make a game that was half a space shooter, half exploration/roguelike/zelda, but had to scrap the second half early on. There are 3 weapons that level up when you pick more power ups, similar to Raiden. Bombs doesn’t work u.u’

    I interpreted the theme DARE by making graphics that followed the NES restriction a lot more closely. I also DARED to copy The Guardian Legend and make the ship a girl, that transforms when the level start (31 frames :0)

    Also, I DARED to try some stuff in Construct 2 that I never tryed before, like loading the level from a .tmx (Tiled file) using XML, and using SpriteFont to create the info in the HUD

    Music by http://ozzed.net/

    Game progress

    Posted by (twitter: @7SoulDesign)
    Sunday, June 17th, 2012 11:12 pm

    Game is taking shape pretty quickly ^^ Sadly I’ll have to give up on the roguelike-ish part I was planning on doing because of the time

    Got some music from http://ozzed.net/ you should check it out


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