I'm a french gamegesigner from Lacanau - FRANCE
About Benjamin (twitter: @@benjamin_soule_)
Ludum Dare 28
Ludum Dare 26
Ludum Dare 25
Ludum Dare 24
Ludum Dare 23
Ludum Dare 22
Ludum Dare 21
Ludum Dare 19
Numb Thumb - Replay Value Award
Awarded by Suese on December 20, 2012
The Quest of Ham Award
Awarded by nSun on December 18, 2012
Pika's Award : Micro farmers
Awarded by Lehun on April 24, 2012
Secret Dev Award
Awarded by Selliato on April 21, 2012
Shooting Game Award
Awarded by RedError Suru on December 21, 2011
The "Oh no ! Don't stop after so much work" award
Awarded by Ma_c_hi on May 1, 2011
Fight monsters and boss with just ONE arrow in A Precious Arrow
What went right :
Platformer Trauma healing :
Making a platformer is a classic choice for most of us but I was really scared about it because I had a huge failure at LD20.
Back then, I just spent most of my time on high res animation ( by high res I mean 32×32 ) and collisions detections.
I decided use this experience as a lesson and retry. By using only 16×16 tiles and very simple collisions system I was able to do better than my first attempt.
I had to choose between notepad levelediting or try to invest time in a basic level editor. I spent a couple of hours on the second solution and I dont regret it.
It mades my game edition a lot easier : I was able to switch to edit mode in any place and each change was saved on a cookie.
At the end I was able to travel, modify game flags and edit world very quickly, it helped me a lot for leveldesign but also had bad consequences ( see later : high difficulty )
Sprite Editing :
With my previous LD entry Four Scepter I learned to use limited color palette. I’m still a bit newbie at this, but it’s already saving me a lot of time and give the game some fine art style ( which is usually not my best ).
Specific monster’s mechanic :
For this game I wanted most of my monsters to have a specific mechanic and not to be cloned over and over on all screens.
I think it’s what makes shadow of the beast games so special. It makes each screen unique and give the player the will to explore the world.
Of course because I was in 48h jam I lacked time to design all the monsters I wanted and I had to fill up gap with those bugs, bats and frogs. But I still have 4-5 unique monsters and i’m pretty happy about it
What went wrong :
High difficulty :
That’s the main problem. Every comments agree and I was really unaware of that before I submit the game.
I think I tested the game just bit by bit, without having a vision of the whole. Each time I designed a part I was gaining skills by testing it over and over without realizing how much time people will need to gain those skill without the dev cheat mode.
Unclear goals :
Some of my puzzles can be solved with skills instead of the real solution. That is a very BAD idea. It refrains people from looking the clever solution and reinforce the feeling of a high difficulty game.
Ending sequence :
I spent way too much time on them. I was happy about it, even had 2x differents ending for the game. The problem started when I realize how difficult the game was and that very few people will actually see them. This is the second time I make this mistake ( first was with LD22 entry : Final Trip Soccer ).
Only 6 hours left and so much work to do !
I still have no sound, but I have just finished the save system and the title screen :
Hold on everyone !!! It’s the final straight !
.. for my 9th Ludum Dare
I gave up on 2 of them, so I hope everything will be ok for LD28 !
// code : haxe3
// gfx : graphics gale, adobe flash
// sfx : sunvox, vmml, labchirp
// libs : download here
Suffering a lot with all the object interactions.
And I’m pretty sure I will find out on monday, that tons of good adventure game maker could have spare me this mess.
Anyway I will do my best to finish this in time !
Good luck to everyone !!
My 9th LD… And still excited like for the first one
This time I’m back in the Motion-Twin Factory and will code in nearly perfect conditions !
For graphics : Graphics Gale
here are my libs
If you didn’t try VMML ans still looking for a music/sfx editor, you can check my previous post !
MML let you define music with a short but unintuitive script. you just have to type “c d e f g a b c” for the differents notes and learn more commands to adjust volume, note duration, tempo etc
Learning MML is not very difficult, but unlike classic trackers, trying to picture what a song looks like by just look at the code almost impossible.
So I create this tool to make MML more visual : VMML
If you are interested in creating retro game music, you should have a look
You can also create sfx although it requires a solid knowledge of MML.
I have added some samples to learn the basics commands. The full documentation is here
With AS3 orhaxe, you can play MML in your game with SION lib. For other platforms, VMML Also have a render WAV option.
Here is a sample music loop :
%1@2 l16 v4 $[aga>c>gac>c][<<gdga>ga<c>c];
%1@1 l1 v4na0np1 $agagcgc>g<;
%1@9 l16 v2q4 $(2a)2 rreraaa;
Here’s the game I worked on :
<< What when right >>
Colors : Usually I’m not very good at restricting my color palette, but this time it was ok.
Apart of the title screen all the tiles are 4 colors only ( counting the alpha )
Different plays modes, titlescreen + ending : I could polish the game a bit more than expected and I’m happy with the result.
Supply : Well, I guess I’m not the only one here, but I had a very good help from my wife for food and drink supply.
We’re currently traveling, and she agreed that we stop one week-end for the LD and spent a lot of time bringing me the best indian food when I was coding days and nights in the hotel.
<< What went wrong >>
Complexity : This minimalism theme was a chance for me to be more concise and focus on one basic and simple idea.
I was thinking I will achieve that by making a simple roguelike with 4 direction only control.
But once again when I came to leveldesign , I freaked out and create tons of redundant options/monsters.
Four heroes : This was the first mistake, the core idea was good enough to work without specific heroes mechanics.
I think I added them because I’m always troubled with the game replayability.
So I decided to add those 4 heroes, and eveldegign became a real nightmare
Leveldesign : Obviously, creating 4 puzzle with only one solution per hero is almost impossible in 48h
I should have foreseen that, but once again I was too ambitious. I had a very clear idea of the objective, and I didnt took time to check if it fits in a 48h compo.
So my solution was : Ok, let’s play with the 4 heroes in a row in the 4 levels and maybe nobody will notive my problem. That’s cheap.
Now I’m a bit disapointed because I can see the game potential, and I think I ruined it with some very poor leveldesign.
No music : I postponed it until the last 3 hours and then realized that I had no time to do it, just 1 hour rush for sfx. Very sad. I know those kind of puzzle doesn’t need a music so bad, but I wanted a complete game
Yeah I know it’s terrible… But I’m waiting for the night : I will sneak to the reception and take this flatwesome shiva calendar to level up my sink-desk.
At least I’m in time to enter the Ludum Dare and that makes me feel good.
I just have to deal with this 5am – 6am daily blackout in Chennaï. Well the first one should happen in the middle of the theme announcement :-/
I will take a boat in a few hours from Andaman to Chennai. It shoudl take 3 days, so I may be in depending on the weather and the chaotic indian boats shedule.
In Extinct : Humankind fade in the mist, you play some kind of gigantic gorilla god who wants to get rid of humankind.
You have to put some traps on the way of a human tribe so they wont be able to reach the meat point.
The interesting part is that most of the traps leave the humans (AI) with an A/B choice. So you have to figure out a way where none of those choices lead them to victory.
I decided to make a post-compo version with the new skills I had no time to add in the 48h compo version.
In this new version, beetles will be able to fire missiles at their opponent or teleporting in their back to avoid bullets. There’s also a mutilate skill for blewing some legs off and burst of missiles as well as seeker projectiles. Ice shards slow down their target and cannibal can gain life by eating the bloody spots on ground.
You can play this new version on kongregate and save your armies there, so you will not have to copy-paste DNA code anymore.
Thank you very much to everyone who rated my game generously enough to make me reach this #5 position.
Congratulation to every winners of Ludumdare24 and congratulation to everyone who learn something by sacrificing those 3 days on the the glorious altar of video game making !
For the theme evolution I made a game with beetle teams fighting each other.
Please play it here !
The player control none of the team but he can bid for one of them. If he win the other team evolve and he have to switch his favorite team or persist on the first one for the next fight. Until he fails.
You can play it here
The title screen is ready :
wizard says , ” I’m in ! ”
boulder says , ” It’s dangerous to go alone, take this prize ! ”
wizard says , ” I can’t dude, money would ruin my magic powers”
boulder says, “… ”
My tools :
- Coding : haXe
- Music : Sunvox ( my first try for music, I hope it will work )
- my lib
Good luck to everyone !!
I just finished my first mini-LD Game ! I could only spend 12h on it (4h+4h+4h) so I tried to keep it simple.
At first I wanted to build some kind of infinite boulderdash runner game ( from bottom to top ) with randomly generated content and water flooding form the bottom of the screen.
The result was not very fun to play, water was easy to block with boulder and always going up was boring ( and not very strategic )
So I finally removed the level generator and changed it to a more classical version with just infinite cycling level as new mechanic.
Few innovations here but I hope somebody will like it
Only 9 levels to beat.
I’m a bit late but here’s the Post Mortem for Super Strict Farmer
It tooks me some time to figure out what to do with the Tiny world theme. I was just thinking to a little piece of ground floating in the air. So I decided to adapt a famous boardgame ( my favorite ) named Agricola to a short and more accessible version .
I think I succeded in making it shorter ( boargame version play are 2h-3h long ) but the result is still very difficult to handle and not very intuitive.
You can play Super Strict Farmer here !
The Timelapse is here
What went right :
- Preparation / Efficiency
On the week before LD23, I focus my attention to go to bed early and slept at least 9h-10h per night ( that’s a lot for me ). It made my 48h very pleasant, I slept only 6h in one shot and had almost no focus problems. It didn’t help to take good decisions, but I had my head clear when I had to implement them
- Animation and arts :
I’m used to graphics gale and can work fast with it. I spend a few percent of my time on graphics and could focus on the core of the game. I just wish I had more time for particles and special effects
- Artificial Intelligence :
Well. I was thinking I wont have time for this in 48h. So I first decided to make the computer player play random move and balance difficulty with initial advantages ( more food, peoples or ressources ). I finally decided to give 2 hours for AI and I dont regret it. I mean, the result is not perfect but working on it was the most fun part of the project. Trying to give score for each possible action, made me think like a player ( not a game designer ) and it works like actually testing your game and detecting his weaknesses. At the end, I made the AI compute opponet best actions so it can try to steal them from you. It made the game more interesting and in my case very introversive, because I really had the feeling to play versus myself.
I had fun imagine it and draw it in 90′s super street fighter style. I was thinking that maybe, it could be the best title and then… I saw Copulous
What went wrong :
- Simplification of the orginial Gameplay :
One of the bad points of Agricola is that you have to wait the end of the game to have a clear view of your score. It make it very obscure to new player, and I was thinking I could avoid it by creating ingame-actions that let the player trade ressources for victory points. I could not balance them in time, and was forced to add a final grain/sheep/cattle count. It ruined my original idea.
- Balancing :
Even if the result is playable, the game balance is unstable and took me most of my time. It’s difficult to estimate it, but it should be around 9-10h . I could have better intro screen and better ingame help if I didnt spent all this time on balancing.
- Boardgame :
Trying to adapt a boardgame to a short casaul game for LD is not the best choice I could make. This kind of boardgames are not very popular and I know that only few people enjoy their mathematics. I think I ended with a game too simple for boardgame veteran and too complicated for unitiated.
- Loneliness in a crowd :
One more time I had a chance to share this Ludum Dare with a lot of friends who was participating in the same place ( deepnight, 01101101, thotor , valandre ). And once again I stayed focus on my work not trying to go around and see what they were doing. But this time I have the solution : LD24 will be a jam entry for me