Hello there everyone, it has been a very good Ludum Dare. But the only thing I was disappointed about is the amount of people that use the First Person Character Controller prefab from Unity’s Standard Assets. So, I’ve listed some reasons why you should not use it.
1. Standard MouseLook is buggy and horrible.
The standart MouseLook script is terrible and should not be used. First, it is imprecise. For some reason, a minor movement makes a glitchy hop to another direction, I don’t really know why. Also, the standardsensibility is too great. Sensibility should be configurable by the player.
2. Your player cannot be a physical object.
With the standardCharacter Controller, you are not a physical object. If you add a rigidbody component to it, things get buggy. It’s no use. The movement script makes the physics by itself, and the physics are unrealistic. The acceleration is off and I don’t even know what else. Try adding force to yourself, it is impossible since you are not a physical object.
3. You don’t do the scripts.
So, how can you adjust anything on the scripts that come with it if you don’t know how they were done and why they were done that way? The answer is simple: you don’t. Make your own first person walking and MouseLook script, it’s easier than you think, you’ll learn a lot about scripting and you will actually understand what’s going on, you will be able to tune the movement in the way you like it.
So, do your own basic scripts, it is good for you. If you have trouble with that, check out my Movement.js and Mouselook.js scripts (they are not perfect) and take a look at RigidbodyFPSWalker. And good luck!
So, I posted my LD #26 entry, SOLIX.
It looks like a normal top-view game, where you control a little shape. But everything changes with the way background colors interacts with you. What exactly changes? The easiest way to find out is… playing the game!
And also, for everybody that has participated this Ludum Dare, congratulations, you are awesome. Also, if you want me to rate your game, rate mine and I’ll rate yours as soon as possible.
So, I’m in. The rules say I must publish the scripts I make before the comp starts. So here they are! http://pastebin.com/111UHFWR
Game engine: Unity3D
Text editor: MonoDevelop
3D Modeling: Blender for geometric-ish stuff and maybe Sculptris for complicated sculpture-y stuff.
Bitmap editor: Photoshop
Vector editor (maybe): Inkscape
Music editor: FL Studio 10
Sound effect generator (maaaaaaaaybe): bfxr
LD #25 was my first Ludum Dare ever, and I just want to say that this community is great. I’m in the mood to list some of the stuff I like about you guys:
1. I asked a question and got an answer in the same day. The answers were very polite and informative.
2. My game kinda sucked, but even people that couldn’t play it pointed some good aspects about it, and that’s just really nice.
3. I’ve never seen anyone offending someone else here, so…
4. Some people make awesome stuff like motivational posters and mosaics, and sometimes give tips to others.
5. It’s a lot better to know your game is being rated by people who know how difficult it is to make a game.
Just pointing some cool stuff out, because after you read lots of reply chains on YouTube, you end up thinking the whole internet is full of jerks and annoying teenagers, (nothing against teenagerns, I am one) and you are just awesome.
So, if you are reading this, you are probably really awesome.
IMPORTANT NOTE: If you want to place in the final results, you NEED votes. The easiest way to get votes is by rating other games. Judging lasts for 3 weeks following the end of Ludum Dare. For best effect, rate 20 games as soon as possible. Rating more games is encouraged.
Yes, but does anybody has a clue of how many ratings are needed to place in the final results? I’ve got 22 comments, would that be enough? Also, does everybody always comment while rating?
This was my first entry. I’m 13 years old and I live in Brazil, in october I started learning how to do stuff on Unity 3D. Well, since I had no cool ideas for games I stopped developing after one or two weeks, but I promised myself I’d participate on the next Ludum Dare.
Well, it was really stressful, but I loved it! It’s really satisfacting to make a game in a compo and playing others. Also, I’m really glad I got 9 comments just today! Anyway, this was a lot harder than I thought. I wanted to add lots and lots of features, like bombs, shops, but I didn’t have time for that.
What went right
Music: it doesn’t fit that well in the game, but I enjoy what I created c:
500 Jellypuffies jumping around innocently: OMG, SO CUTE! Yeah, kill them already
Scary Jellycops: they stare through your soul, you must avoid them at any cost.
What went wrong:
Simplicity: too simple, I wish I would have had time to add features
500 Jellypuffies jumping around innocently: if your computer is slow, the game won’t run well.
These orange guys are stealthy: almost always they are behind you, you can’t watch them kill you.
No goats: Yeeeeaahhh…
Next LD I’ll do much better than this. But if you want to kill cute stuff….
PLAY THE GAME!
Finally finished my first LD entry, Jelly Hunt. It didn’t turn out as good as I wanted, but if you are feeling evil, check it out!