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Ludum Dare 29 — April 25th-28th Weekend [9 PM EST] — Theme: ??? (Theme Voting!)
  • Ludum Dare 29 Compo (48 Hour+Solo+Scratch+Src) Begins: in 4 days, 15 hours, 19 minutes, 37 seconds
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    About Christina Antoinette Neofotistou

    Illustrator and gamedev. Hardcore gamer since 1984

    http://castpixel.tumblr.com/

    Entries

     
    Ludum Dare 28
     
    Ludum Dare 27
     
    Ludum Dare 25
     
    Ludum Dare 24
     
    Ludum Dare 23

    Christina Antoinette Neofotistou's Trophies

    All hail the queen!
    Awarded by bitserum
    on August 29, 2013
    The Construct 2 User Award
    Awarded by 7Soul
    on December 19, 2012

    Christina Antoinette Neofotistou's Archive

    You only get one Follower

    Posted by
    Tuesday, December 17th, 2013 8:45 pm

    screenshot title

    OK, this is my game for this LD!

    A sandbox mix of Terraria, Populous, that old game “Diggers 2: Extractors”, Dungeon Keeper and From Dust. I tried to be 100% bound by the theme, and decided on “you’re a Goddess, and you only get one Follower”.

    Since there’s not a lot of gameplay, it’s still too early to say if this has potential. If it does, please let me know. If it sucks, ditto.
    If you have any requests/ideas or know how to make an A* Pathfinding algorithm that works for platformers and doesn’t make my AI look dumb, please PLEASE chip in ;)

    dug

    It’s my 5th LD and I loved every minute of it. I had two panic attacks during my 3 days of making it, but anti-anxiety medicine are my friends these days anyway.
    The most rewarding part was, even though I’m an illustrator I actually spent more time coding than doing graphics! Like, a lot more.

    Timelapse and Post-mortem coming soon.

    Game Created in 72 hours

    FLstudio for the music
    Adobe Photoshop for the art
    Construct 2 for the code.

    PLAY IT HERE

    Will be entering as well

    Posted by
    Friday, December 13th, 2013 5:15 pm

    I don’t trust myself too much, because of panic attacks, so I’m joining solo. Worst that can happen is I don’t make a game.

    But I’m in!
    As usual:
    Photoshop, Illustrator, Flash for the art
    Construct 2 for the code
    FLstudio for the music

    This is my last game, Legend of Troll

    ingame intro screen

     

    Please support my game PAWS on Kickstarter! The cutest tactical game this side of XCOM! Update

    Posted by
    Friday, November 22nd, 2013 12:45 pm

    poster large9-01

     

    Hi fellow LD gamedevs! My game PAWS has launched a Kickstarter campaign to fund its completion. We’ve been working on it for 19 months and it’s really starting to shine, we think.

    Take a look at our screenshots and please try the playable  alpha demo. If we get funded, the game will be available to the world in 6 months. If we don’t, it’s 19 months of work down the drain, because we’re poor gamedevs like everyone, and will not be able to develop it further. So please support our Kickstarter. Thank you for your time,

    love, Christina

    bling

    alphademo

    Shameless game promo!

    Posted by
    Tuesday, November 5th, 2013 3:55 pm

    poster large9-01
    Hi lovely LD game-makers! You may remember me from my last 4 LDs, I’m the gal who worked on Kumiho, Trina and Legend of Troll.
    Well, in my day job I’m an illustrator/animator, and this is a game I’ve been working on for a year and a half.

    https://www.facebook.com/PrimeAlienWatchSquad

    https://twitter.com/pawsgame

    It’s going to be a kick-ass casual strategy game for iOS, Android and PC.

    We are launching a kickstarter campaign this week, to fund its completion, since it’s about 60% done.
    I’d greatly appreciate it if you could like our facebook page or follow us on twitter, and/or donate to our kickstarter. You’ll find the link on facebook and twitter as soon as we launch the campaign (within the week)
    Show us some love! Oh, and get ready for a video of myself wielding a lightsaber… The shame!

    Shameless promotion over

    I’ve said it again: I love LD and want to keep doing it till I die.
    Christina

    Timelapse and Postmortem for Legend of Troll

    Posted by
    Monday, September 16th, 2013 9:00 am

    mockup2

    Timelapse

    Postmortem

    This is for my game “Legend of Troll” http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=13139

    So! I saw the theme at 4 am in the morning. I thought “this is an awful theme” like pretty much everyone, and then I was struck with what seemed a brilliant idea: what if I made a vertical space shooter where you and your enemies are superpowered for 10 seconds and then useless for another 10.

    I got some sleep and prototyped it in the morning. It was boring and uninteresting. Then, for some reason, I thought about characters that have 10 seconds to live. But they are meaningful seconds, because they can do stuff before they die. This got combined in my mind with norwegian trolls and sunlight (which would be the trigger of their death sentence) and of course a healthy dose of Lemmings.

    I spent a little too much time refining the mechanic, and a huge amount of time on music and graphics, but it turned out to be one of my more fun games. Plus, a fantastic start for a complete puzzle game.
    I designed 10 stages, and only built one in the end.  I have no regrets, LD is the best, I want to participate for the rest of my life!!!!

    Congrats to ALL who participated, and thank you for the all the games. Most of them were food for thought, and some of them were also very very fun. You should all be proud!

    My plans for Legend of Troll is to finish 10 levels and hopefully a level editor, and do a kickstarter on it, to help me develop the rest of it.
    Meanwhile, in my day job, I’m working on three games as an illustrator. So, wish me luck.

    till next LD,
    Christina

    the cave riddle

    artrage scribbles

    hatch-falling

    troll turning0002troll turning0004troll turning0005troll turning0006troll turning0007troll turning0008troll turning0009troll turning0011troll turning0012
    troll-turning

     

    Legend of Troll (spoilery) Gameplay video

    Posted by
    Thursday, August 29th, 2013 2:36 am

    Play it here
    http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=13139

    Legend of Troll

    Posted by
    Wednesday, August 28th, 2013 2:39 pm

    intro screen

    (Spoiler gameplay video)

     

    I present to you, Legend of Troll

    This game took me 3 whole days, only managed to implement one of the 10 levels I planned, and injured my index finger.

    But it was SO worth it! I’m so proud

    Stay tuned for more levels, and a post-mortem /making of. I promise you it’s worth your while.

    If you haven’t voted for my game yet:

    http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=13139

     

    mockup2

     

    Mockup 2

    Posted by
    Sunday, August 25th, 2013 7:37 am

    mockup2

    Doing well. I hope…

    Mockup

    Posted by
    Saturday, August 24th, 2013 6:19 am

    Early mockup. I so want this to happen!

    mockup

    I’m in!

    Posted by
    Tuesday, August 20th, 2013 3:56 pm

    I’m in, this will be my 4th LD!
    I’ll be using Construct 2, FLstudio, Adobe Photoshop and Flash (for animations).

    Last LD, I had an idea for a space opera game.
    But I got down with panic attacks on the first day, and I decided to take care of myself and it never got made, sadly. I’ve got so little time :(

    But this time I’m back with a vengeance.

    Meanwhile the idea spawned this;

    character design

    And I want to make it so much. I love having games ‘in the bank’

    Good luck to everyone and have lots of fun!

    I’m in

    Posted by
    Tuesday, April 23rd, 2013 1:44 pm

    I’m in again. I hope. Work schedule is very tight unfortunately.

    Construct 2, Photoshop and FLstudio are my weapons of choice this year. I will have very little time, so hopefully the theme will be very interesting

    Those who don’t know (gaming) history are doomed to repeat it.

    Posted by
    Tuesday, December 25th, 2012 5:53 pm

    Look what I found, quite by accident, by going through Pixel’s previous games (click on the pic to get a link)
    ikachan_4

    Yes, a CaveStory-ish metroidvania, where you control a squid, with an unorthodox control scheme
    What does it remind you of?

    Why of course, my game, Trina
    screenshot 2

    As my Arts Professor said,  it’s all been done before. It’s all about different treatment of the same subject matter.

    Disappointed and super-excited at the same time! On the one hand I’m not original, but on the other, I’m not alone in thinking an underseas game with bizarre controls is worth experimenting with.

    Has this ever happened to you? Does it discourage you? Does it make you want to do better?

    Post-mortem: Trina of the Depths

    Posted by
    Saturday, December 22nd, 2012 10:31 pm

    sprite2-sheet0

     

    This is the postmortem for my game Trina of the Depths  ( play it! ).


    ::: Development Notes :::

    I worked alone on this one, because I couldn’t find a coder to partner with.
    It’s the first game I ever made myself. I’m an illustrator by trade, and have never been (and probably will never be) a hardcore coder.
    It was very hard work, since Saturday morning through Monday evening, I slept about 10 hours total.

    I used Construct 2, FL studio,  Photoshop and Flash.

    About the theme: I couldn’t top my last LD submission, which was about an evil dungeon lord trying to destroy a hero, using traps. So I thought I’d go with my second idea, controlling an evil octopus. So this whole RPG/metroidvania idea developed in my head, about Trina, daughter of the evil Sea King and the secret of her birthright. And it really worked for me, to the point that I’m going to make it an actual game.

     

    Gameplay Video:

     

    :::How I spent the time:::

    I really wanted a control scheme that captured the feel of an octopus slicing through water. Therefore I spent some 8 hours developing the control scheme.
    Trina, the heroine, is controlled via cursor keys, in a unique way. Pressing a direction doesn’t move Trina, instead it charges her corresponding vector, horizontal, vertical or both. Movement occurs after the release of the cursor key(s), and the muscle meter on the bottom left is accordingly drained by the effort.

    Since Trina seemed to be falling too fast (she is in the sea, and this just wouldn’t do), I also implemented some resistance to gravity, not in the form of passive Lift, but in the form of a last strain of her muscles/parachute action. For 30msecs after finishing her ‘jump’, trina will try to stay afloat, giving the muscle meter time to recharge.

    This simulates a movement that requires judgement and thinking-ahead, like an octopus might plan. After you’ve made your mind about your target, you jump towards it.  The result is a very exact, very elegant control scheme, that most players so far hated?? Wait, what? More on that later.

    When I was satisfied with the control scheme, I added an enemy, a cute fish, which naturally hurts (and annoys) evil Trina. I struggled with its behavior, AI and patrolling patterns, and in the end managed to only get one to spawn…

    Graphics came on the end of Day 2. I animated Trina’s animations in Flash (just penciling) and inked/colored each frame in photoshop.
    attack draft

    Music-writing sessions were interspersed throughout Days 2 and 3, to ensure maximum inspiration, and time to go back and re-do things. I ended up with three themes, a main tune, an encounter scherzo and a battle theme , using old soundfonts and a sampled gameboy Bass sound.

    Day 3 was about damage control (since I hadn’t succeeded in properly implementing enemies) and level design. I also made rapidly prototyped level blocks. For this I took one giant background and start painting directly on it, taking care that assets do not overlap, so I can lasso them and export them later. This way I work super-fast without overthinking everything, I have a good idea of what my assets will look like when overlaid on the game background, and I don’t have to worry about layers and CPU performance at all. It’s the technique I’ve used since my first LD#23 and I wholly recommend it.

    Here’s a screenshot of my almost final assets file:

    All underseas assets

    And what my final stage looks like:

    final stage

    :::What went right:::

    • my first ever solo game!
    • the control scheme: having extensively playtested the game, I find that Trina moves in a much more refined, much more interesting way than if I had used plain 8 direction movement or mouseclick-to-move. After getting the first power-up, Trina controls like a charm, cutting through water like the evil princess she is.
    • animation/character design. It’s as fluid as I envisioned. Like all animators, I was mimicking an octopus in the mirror the whole time.
    • the music: I thoroughly enjoyed taking a soundfont of women singing “ooohs” and another of women singing “aaahs” and writing parts for them to sing, so that they sound like one chorus that sings both. I loved the battle theme, which I injected a sample of a rhino snorting into. I think it makes the mood more intense.
    • the backstory and foundations for expanding this into a proper game. I couldn’t help daydreaming and scribbling notes about how I want the game to be, after LD is over

    :::What went wrong:::

    • the control scheme! From what I see in my comments section, many people don’t get it at all, can’t maneuver, and/or believe gravity to be too harsh. In my opinion, it may actually be too lenient; it’s a platformer, and you can (with some effort) ‘fly’ to wherever you want to. How is this harsh? Ok, it’s not Owlboy, but it’s not supposed to be. That having been said, I’ve been convinced that up-front giving Trina the powerup that nobody bothers to get  will do its part in coaxing new players into playing, and is a good game design move.
    • coding. I’m not a coder, and even though the Construct 2 forums are full of good FAQ and solutions (thank you, community!) , I seriously messed up the code that spawns new enemies, and even though I finally managed to pinpoint the cause, this left my game with only one enemy
    • time: because of my coding set-backs, I didn’t implement the larger level I had in mind, the metroidvania “get the item and go back to unlock a new area” portion of the game, and the boss battle. I decided to make it as fun to play as possible with the assets at my disposal.
    • backstory/dialogues. It’s not apparent why Trina is a villain. She hates all people (fish) in this part of the world, where she was brought unwillingly, and will scheme and plot against Good King Triton. All this is lost, since I didn’t want to cheapen the mood by inserting plain text using a plain font (Construct 2 doesn’t support embedding, and using webfonts was a big risk)

    And that was my entry. I hope you enjoyed it

     

    Automatic Music Composition Tools

    Posted by
    Wednesday, December 19th, 2012 4:13 am

    H-JEM
    Random music composition tools. Better music means more polished games. Random generators are fantastic for inspiration, even to hardcore composers. Compiled with the help of Zeik and ChainedLupine in the LD chatroom.

    These are all free except Easy Music Composer, and ACS which is shareware and in my opinion is amazingly useful even without a pro license. For me at least, ACS has an almost 1:1 ratio of success; it prompts immediate inspiration. I’ve personally found Wolframtones to produce quite meaningful ideas as well

    music_2

    http://codeminion.com/blogs/maciek/2008/05/cgmusic-computers-create-music/
    Kindly suggested by AdventureIslands in the comments below. This is quite mind-blowing in fact.

    wolfram-tones3

    Wolframtones     <- algorithmic, very interesting pattern. Has preset genres like jazz, world, rock, etc.
    SoundHelix-logo

     http://www.soundhelix.com/  <- Sound Helix  cool pattern-based compositions

    ( http://www.soundhelix.com/audio-examples )

    images

    Circuli   http://www.earslap.com/projectslab/circuli <- ambient generator

    scs_emc2

    Easy Music Composer http://www5f.biglobe.ne.jp/~mcs/emc.html

    images

    http://hp.vector.co.jp/authors/VA014815/music/English/autocomp.html< very very useful musical ideas. This is a must

    *

    Greasemonkey’s Autotracker-Bu <- Run “python autotracker.py”, you will get an .it file, then use your favorite tracker ( like http://schismtracker.org/wiki/Schism%20Tracker ) to export it to .wav or .mp3. ( link and description provided by jarnik )

    *

    http://www.bemmu.com/music/index.html <- music driven by a simple math formula. interesting convoluted results

    *

    http://www.earslap.com/projectslab/otomata <- freeware online version, paid iOS app

    Please signal boost this post and if possible get it on the official site. What is a community without communal spirit!

    Also be sure to suggest more of these


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