I like to make games.
About johanp (twitter: @johanpeitz)
Ludum Dare 23
Ludum Dare 23 Warmup
Ludum Dare 21
Ludum Dare 20
The Having Ideas As Brilliant As Mine Award
Awarded by ananasblau
on April 30, 2011
Unless xmas prep explodes in my face or something I’m going to make a stab at the oncoming LD!
Last few times I joined I used other peoples tools (flixel, flashpunk, etc) and wasn’t really happy with the decision. Mostly because they weren’t my own and that I had never used them before. So this time I want to use my own code and am therefore releasing it so that anyone can use it freely.
It’s called Pixelizer and is an AS3 component based game framework that mosly works with sprite sheets and platformers.
If anyone is interested to use it, it is available here.
For my third LD I knew from the beginning that I would have less than one full day to complete the game. Knowing that, I first planned not to join, but when I saw the theme I thought that I should at least be able to do something small.
Again my weapon of choice was AS3 and low res pixel graphics. This time I tried out FlashPunk (thanks to Sos’s framework posted earlier) and even if I used very little FP code I was quite happy with my choice.
All together it turned out more or less like I imagined it to be. If you haven’t played it I strongly suggest you do so before reading any further as the game is quite spolier fragile. Feel free to try the game here:
What went wrong
I wanted to really put the player into the action and let the player imagine what had happened before for herself. This had could been done a lot better and I’m not happy with the intro and outro texts at all. They worked, but nothing more. I think better texts could have emphasized the point of the game and the players’ reactions even more.
- framework code
I hadn’t used FP before so when I found out that Sos had posted a quick and dirty platformer framework I decided to use it right away. The framework was good for most parts (thanks Sos!) but there where some minor glitches that stopped me from adding some of the polish I wanted in the end. Since there is so little platforming actually in the game I might have been better off writing it from scratch.
- not much
I tried to think of a third thing that didn’t work out but failed. I didn’t eat very much, but that was expected. Next time I really should take more breaks and eat better – pomodoro style!
What went right
Knowing that I wouldn’t be able to pull any all nighters I decided to try something very special and short instead of generic and large. Usually I want to make levels after level, but this time I was smart enough to realize my weaknesses and use them as strengths.
While I usually dabble with pixel graphics, I wanted to try a new style this time. Normally I’m very much about child-like proportions, big eyes, and black outlines. In BATHOS I aimed for a realistic style in order to make it feel more real. Wether I actually achieved the latter or not, I’m very happy with the looks of the game and it is something that I will surely use again.
- framework code
Although there were some minor kinks in the framework I used on top of FlashPunk it allowed me to dive straight into the game mechanics. This saved me a lot of time and I think it was the first time in many years that I didn’t write any engine code for a game. Big thanks to Sos and Chevy!
- the name
Reading the initial response I am very happy with positive comments, something which I am very grateful for. There are of course people who don’t like the game and/or hate the ending, which it why I named it BATHOS ( = anti-climax ).
On a final note, let me recommend WolframTones for quick music. It requires some clicking to get the desired result, but it beats composing for a musical newbie like me.
And that’s it! I’m really loking forward to try the entries of this LD, a lot of great looking entries. Extra kudos to Phil and PoV for putting in the extra time and effort to keep the site running – thanks a million!
Wahey! My game is now complete. Just inserted a few sounds courtesy of SFXR and some music courtesy of WolframTones.
Final teaser screen:
Now awaiting submission form.
My game idea is extremely simple so I can spend extra time on graphics. Yay! Title screen and intro is done as well. A good days work! Tomorrow I will tie up lose ends and add some sound effects.
Progress is really good! All interactions are in and even animations. There are a few bugs present like items sticking in the wall when dropped too close but otherwise it is fairly smooth.
Here’s a shot of the first room.
That is all for now.
Allrighty! I didn’t plan to join LD this time but what the heck – I’m in! Mostly because when I saw the final theme I got an idea almost immediately that shouldn’t take too long to implement. The player is stuck in a building and needs to *drum roll* escape! Very original, I know, but I have a few twists up my sleeve.
So far the first room and the player is up and running as intended. Now to add some interaction with the game objects and then graphics.
I’m using FP, Sos’s framework, Flash Builder, and Pro Motion.
Good luck to all!
This was my second LD and I’ve partaken in numerous Allegro Speedhacks before so I was quite used to the format and knew what I was getting into. I also had the fortune to have a completely empty schedule for the entire dare, so I could go into it 100%.
I choose to go with AS3, because that what I program in daily but I hadn’t used Flixel before. In retrospect it absolutely speeded up my development but I don’t think I will use it again as it didn’t really match my coding style. All in all I’m pretty happy with the outcome even if it came out a bit too difficult.
You can try out the game here:
What went wrong
The original idea had way too many features that of course didn’t make it in the end. I had planned everything from magic weapons to hordes of different enemies but in the end only melee and ranged weapons. In addition to this every little fighter is simulated with too much detail. They have damage levels, different weapon skills, and other preferences that the player never sees. This could all have been removed with out affecting the game, saving a lot of time.
When the game eventually was playable I realized that it would be a nightmare to balance. All the little things that controlled the fighters, merchants and soldiers made the inner workings way too complex. Changing on variable had unforeseeable results which in the end kept me from even trying.
I sat working way too many hours without taking any breaks. Not good. This made me very tired and I had difficulties tying everything together in the end.
What went right
The idea of running a shop came almost right away and I was quite fond of it. I hoped that the supply idea and the whole balancing act as a weapons supplier would work good enough to build around. It did work out fairly well I think and I think the choices presented to the player are interesting enough with room for improvement.
I aimed pretty low for the graphics and just wanted to have something that was recognizable. I used breaks in coding to spend time on improving the graphics and I think it works well for what it is.
Even if the game is set at ‘developer difficulty’ and it wasn’t really intended, I must say I quite like it that way. It is relentlessly difficult, but still fair enough to the player and it always feels doable to win. At least next time you play.
That’s it! As I’m currently reviewing and rating all the entries I’m amazed by the rich and creative spectra. Good work all!
Finally! I put way too much work into this one but now it is complete.
Craft, sell, buy and luck your way to success!
Here is my entry, Benefaco’s Bazaar.
Even though the last few hours haven’t been effective, it has been a good day all over. I am quite confident that I will finish in time. I’ve cut out half of the content I wanted in the game but there is still quite an amount of graphics to draw, but I think I can get away with recoloring sprites. No new screen shot as the game looks just like the did in the last shot.
Tomorrow’s check list:
- let heroes buy things at shop
- let salesmen sell raw materials at shop
- let enemy castle generate tougher and tougher enemies
- let castles have energy
- win and lose screens
- balance gameplay
- draw, draw and draw
Cheers for now!
Finally got basic interaction in so now the player can craft using resources bought and create items to sell to heroes that try to overcome the threat of the evil empire! I hope to have heroes level up and come back and buy more stuff if they survive.
I’m quite happy with the progress so far, although I fear there will be a huge balancing act in the end.
Ok, so the name might change but I finally decided on a concept!
Take the role of a shop keeper and supply adventurers with items. Craft items from resources. Get resources from returning adventurers or buy them from traveling salesmen. Adventurers try to defeat an evil empire and you can see the progress as they move towards their goal. If they survive a fight they come back to purchase more things and hand over any goodies found. Repeat until one side wins!
Cake Mania meets Minecraft meets Pianola!
All preparations complete, schedule cleared for the next 50 hours, ready to go. Toolbox consists of Flex Builder 3 and ProMotion 4.7. Hope to learn flixel as I have been looking at it quite some time now. If time allows I assume I will throw together some sound to using sfxr like everybody else.
Haven’t done an LD since #4 so I’m extremely excited about this one. Good luck to all!
Protect and grow your cell core to reach 1000 points or die!
- Online version (score not capped)
- Zip including win exe, source code, game art. (2 MB)
Post your scores in the comments section! My best is 400 something.
I’m really not in control of the design process here. I’m making up restriction as I go along, constantly changing directions. The good thing is however that as I add restrictions, the amount of possible out comes drastically shrink. Currently the game is about being a cell and trying to eat other cells to grow, while looking out for “bad” cells, that will eat our shrink you.
All seen from the perspective of a microscope. It does it look kind of interesting, but it is far from fun yet.