Pixel artist and illustrator. Hardcore gamer since 1984
[ Real World Gatherings | Ludum Deals (soon) | Warmup Weekend (soon) ]
Pixel artist and illustrator. Hardcore gamer since 1984
Ludum Dare 27
Ludum Dare 25
Ludum Dare 24
Ludum Dare 23
All hail the queen!
Awarded by bitserum on August 29, 2013
The Construct 2 User Award
Awarded by 7Soul on December 19, 2012
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,
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.
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.
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,
(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:
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;
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 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
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
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?
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.
:::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…
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:
And what my final stage looks like:
:::What went right:::
:::What went wrong:::
And that was my entry. I hope you enjoyed it
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
Kindly suggested by AdventureIslands in the comments below. This is quite mind-blowing in fact.
Wolframtones <- algorithmic, very interesting pattern. Has preset genres like jazz, world, rock, etc.
http://www.soundhelix.com/ <- Sound Helix cool pattern-based compositions
( http://www.soundhelix.com/audio-examples )
Circuli http://www.earslap.com/projectslab/circuli <- ambient generator
Easy Music Composer http://www5f.biglobe.ne.jp/~mcs/emc.html
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
These are the tunes for my game Trina of the Depths . Only the first two made it into the game. The encounter theme was to be played when you met the crab seller.
Here they are in .ogg format
Made with FLstudio and lots of free soundfonts and my own samples of a gameboy bass
Thank you for a fantastic 3 days! I’m just beginning to scratch the surface of what all you people created. A definite improvement in content, I feel
Also, I didn’t manage to get all three pieces of music in the game (because I’m not a proper programmer), but I promise I’ll upload the soundtrack soon, as I’m proud of it too!
Thank you thank you thank you, for the fantastic experience, third time in a row!
Here’s a mystery snapshot
My engine is playable, and the controls are very satisfactory.
I also wrote two music themes. This is going to rock!!
And a great second LD#24 where Nathan and I made our hybrid-genre, sadly unfinished, super-ambitious Arcane Dungeons
I am in again!
I haven’t found a programmer, and have a deadline on Monday, so will go solo, and can only dedicate a few hours. But as we all know, a few hours in Ludum Dare time, go a long way.
So I’ll be using
and will keep my fingers crossed that the tiny amount of programming logic that I possess will be enough.
I’m probably going to make something tiny and not very ambitious, but watch out for my entry.
What a fantastic 3 days!!! Thank you LD! Congrats to everyone who entered, we make the community awesome.
I’m too dead to do a post-mortem right now, but it’s coming
Until then, here’s the 3-day timelapse of the art development for our game, Arcane Dungeons ( aka Evil Lord vs Angel for the salvation or perdition of a hero’s soul)
I edited out almost half the boring time inside Fruity loops, because I was just humming music to myself and that never makes for compelling viewing.
<- well, I animated this little guy. He is traversing the dungeon in a lemming-like fashion, so I crafted the following animations: walking, climbing, falling and attacking. More may be needed, but I think we’re good. The one on the left is the attack animation.
I also finalized the card format. Pictured here>
Nathan did all sorts of coding, and we have an alpha version that, as far as I can tell, knows all the cards and can deal the first hand. This is quite huge.
I’m getting down to business fleshing out the dungeon graphics. It’s going to be big tileable chunks of dungeon, in 3 layers so we can have some parallax.
After that I need to make the artwork for the cards themselves, based on their description.
Being a professional illustrator, I know that this job would be insane (30 cards), but that’s why I love LD !
I’m sorry to all the awesome people and your awesome entries, I just haven’t had time to comment.
Thanks for viewing
Lots of brainstorming!
We’re making a game in a new genre. It’s a mixture of lemmings, tower defense and a pVp collectible card game. The game is about indirect control of a hero. You play as either a force of good or a force of evil, and are trying to help or hinder said hero from reaching the other end of a dungeon.
A reverse lemmings game was an idea I had last year but never fear, all graphics and the very gameplay concept are being redone.
The theme of evolution recurs in the game. Firstly, the indirectly controlled hero keeps his/her positive and negative statuses like attack upgrades and slow/poison effects till the end. It’s the character evolution of RPG characters and I like to imagine the hero surviving or dying, having lived an adventure.
Secondly, the dungeon itself evolves. There are three slots on the floor, each of which can be filled up by evil traps and magical aids. Even if you replay the level, it will never be the same dungeon.
Thirdly, spells, traps and effects can evolve into something else. A spike trap plus a fire upgrade create an evolved flaming spike trap.
Finally, and most interestingly for me (it’s the first time I’ve attempted it at least) is that the music evolves. It’s not completely incidental, made up of tiny little phrases that come together in a perfect whole. I don’t have the time. But, the main theme is made up of a symphonic instrumental part and a separate piece of percussion and general mayhem, that can fade in and out at will, making the action more intense at specific points in the game.
And then there’s the battle theme which will come up when the tough gets going.
We spent all morning planning the game, the cards and their effects, the algorithm of the gameplay (Nathan did almost all the actual card game design, thanks dude)
I spent my day composing and performing the music. Tomorrow it’s graphics time for me and coding time for Nate.
Let’s hope we can balance the gameplay in time
This promises to be fun, tell your friends!
Ludum Dare 23 was my first. Me and awesome coder Fedor made a super-cool shooter called Kumiho, which came #5 in the Fun category.
This year I team up with Flash/Actionscript legend Nathan to hopefully blow some minds
Fedor will compete in the solo competition, I’ll post details so you can marvel at his game too!
Good luck to every single one of you.
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