Ludum Dare 27
Ludum Dare 26
Ludum Dare 25
Ludum Dare 25 Warmup
Ludum Dare 23
Ludum Dare 23 Warmup
Ludum Dare 22
Click image to play and rate my game!
What went right
Once I come up with an idea for the theme I like to spend the first few hours creating the graphics I will need for the game. This normally is not all of the art though as when I’m programming I’ll think of something really cool to add. Normally these are little effects to give the game more of a polished look. I was really happy with the way the art looked. Though looking back now I do see there were a couple of things I could have done differently. I don’t normally make a post compo version of my game but I may do one for this game and one of the changes I will make will be the level tiles. I should have made them match the area the player was in.
Having participated in #1GAM and in 4 Ludum Dare’s I like to feel I’m getting better with using the Flixel framework. This LD I was able to do a lot more than I have in previous LDs. Several weeks back I had brought my NES and Genesis over to my brothers and we did a little retro gaming for a few hours. One of the last games we played was Sonic the Hedgehog, I drew on that as inspiration for this game and I was really happy with how many new effects I was able to get in. Making a platformer with scrolling backgrounds was new to me. Hopefully I can expand on this in future LDs.
>OVERALL LOOK AND FEEL
Once I knew I was going to make a platformer everything just fell into place. I was really happy with the background art, with the way my player looked and animated and with the way the tiles came out. To be honest though, the jump mechanic was not intentional, I had forgotten to check if the player was touching a level tile before allowing the player to jump but it turned out to be a really cool feature so I left it in there and I really believe it gives the game the difficulty I was looking for. Not too much changed from my original vision of the game. Yes there were tweaks to aspects of the game, like the backgrounds were the same length as the level, but when I had them scroll and made them just a little slower than the level itself, I noticed you never got to see all of them when you reached the end of the level. So I did some math and reduced the size of them. I played around with the emitters for when the player dies and when the player gets a star to get them where I wanted them, and I’m really happy with how they turned out. All in all I’m overjoyed with how this game turned out, some of my best work to date.
What went wrong
For the past 2 LDs I’ve written down all of the themes which made it to the finals, then I try to come up with at least 3 ideas for each theme. This LD was no different and I actually had 4 ideas for 10 seconds. Then the theme was announced and I went to my list, read it over and decided I hated every idea I had… *SIGH* so I spent the next 3 hours trying to come up with an idea I liked. The funny thing is, the original idea I had for the game came from twitter which I’ll get into in the next section. So I lost 3 hours right at the beginning of the LD to coming up with an idea, which is normally used for making art and graphics for the game.
The original idea for my game was to have the level tiles disintegrate 10 seconds after the player touches them. But when it came time to implement this I ran into several problems. The first problem I ran into was Frames Per Second. When I changed all the level tiles into sprites my frames went from 30 to 3! Totally unacceptable . So I redesigned the first level and the FPS jumped back up. Next problem I had was collision. With Flixel, collision with a tilemap and collision with a sprite are handled differently and I had forgotten this. So when the player collided with a level tile it pushed the tile which ended up going off screen. I wasn’t able to find a solution to this problem, perhaps I don’t know the framework as well as I thought I did :/. In the end I decided I needed to switch how the theme worked in my game or risk losing all the time I had already invested in it. Which is where the weird story in the beginning of my game came from as I decided on using the theme to instill a need to rush.
While I am no musician I can sometimes make music that is somewhat pleasant to listen to. Yes it will be repetitive, but it will for the most part fit the game I am making. This was not the case this LD. I really didn’t like the the music I came up with and I feel my game suffers because of it. All the music was made with drum circle, which I can normally produce interesting music with. I’m not really sure why this time was different. I have 4 months until the next LD so I may look into other musical programs and see if I can find another one I like.
Every LD I like to push myself to do things I’ve not done before and this LD was no different. I had several problems in the beginning but I overcame them. I am really proud of the game I created for this Ludum Dare. I had a great time making and playtesting my game and I look forward to seeing what you all thought about it.
If you would like to play and rate my game you can click here!
Note: I have since the compo figured out how I could have implemented the level tiles disintegrating. Perhaps I’ll make that game for #1GAM instead.
KunoNoOni’s Magical Star Saga has been submitted!
Check it out here
AH! It feels good to have completed yet another LD game! I’m going to playtest it some more before I upload it. What to make sure everything is working the way it should. May tweak a few things here and there. I’ll make another post when I’ve uploaded my game.
See you then.
Just a small update.
Title screen and Level Titles screens are complete. Just need to get them in the game Still need to work on the Win Screen, The “How-To” Screen and add the music to the game.
Alright back to work.
Hopefully I’ll finish before the next update!
See you then…
For this update I’ve checked off many items from the list:
+ Stars now animate while waiting for you to pick them up.
+ Stars show there appreciation for getting picked up in a very colorful way. I like to call it the Sparkle Fountain
+ You now need to collect all the stars on the level to exit. Not as bad as you think. There are no more than 3 stars per level.
+ If your life bar is full and you pick up a star it’s healing powers go into a reserve to be used up first.
+ Dying has been made more noticeable. Now instead of the level just resetting you explode into a bloody mess then the level resets.
Things let to do:
1. Need to create level title screens
2. Need to create the game’s title screen
3. Need to create a winning the game screen
4. Need to create a “How to play” screen
5. Need to add the music I made to the game
Here are 2 new screenshots showing off the death and picking up a star
Now back to work!
See you next Update.
Alright, time to get to work! I got a little less than 12 hours to finish my game and get it uploaded… Let’s do this!
See you in the next Update!
All the levels are now done but I’m having a small problem getting the backgrounds to load. I’m too tired to mess with it now, going to get some sleep then fix it in the morning.
See you in the Morning!
I’ve finished all the backgrounds for the levels, finished all of the music and am now working on the rest of the levels. Once I finish those I’ll either start on the titlescreen/instruction/winscreen or I’ll head to bed and work on those in the morning. Once those are done all I’ll have left to do is add a few tweaks here and there, add a little polish and I should then be ready to submit it!
First things first though, back to creating levels.
See you in the next Update!
Halfway through this LD and I feel pretty satisfied with my game.
I’ve added sound and tweaked a few things since last update.
Things I need to work on before I’m done:
- Need to add some music. Already have 2 songs but need a few more.
- Need to add more levels, right now I only have the one.
- Need to add some flash and extra polish.
Right now I’m going to take a small break. See you next Update!
I wasn’t able to figure a solution to my problem :/
So I had to scrap the main mechanic and come up with another one.
Now you have a health bar which loses health every 10 seconds, collecting stars will heal you. Can you get to the end of the level before you die?!
I didn’t want to lose all the work I had already put into the game, and I’m a little bummed I wasn’t able to get the original mechanic into the game. I may investigate the problem after the LD is over. For now I’m going to finish the few small items on my list and then get some food.
Here is a screenshot of my game.
See you next Update!
Edit: I forgot to mention, while play testing I noticed a really cool bu… I mean feature! I think I’m going to leave it in
Things were going well until I tried to code the main mechanic of the game… seems I have too many sprites on the screen fps went from 30 to 11… oh boy.
I changed the background picture I’m using and how it interacts with the level. I really like it now, looks more professional.
Got player deaths working as well as picking up the the stars… so some of my game is finished…
This main mechanic is bugging me though, without it I just have a regular platform game with no tie into theme what so ever.
I need to think some more on it, hopefully when I update again I’ll have a solution.
First Screenshot of the day.
Its coming along nicely. Had a few bumps along the way, nothing major though.
So far I have:
- the level loading along with the background and the stars. Each are only there own layer
- the player is able to run and jump
Still have a few more items on the list to finish. Will update in another 3 hours.
Normally when I wake up the Saturday of Ludum Dare I’m pumped and ready to get coding… While I am awake, I am not pumped… but the code must go on. Alright let’s get crackin’!
Not much to report at the moment. Once I figured out what I was going to do I spent the remaining time working on art. This is normally how I do my LDs, after the theme is announced I brainstorm then I do art. After I finish the art I head to bed, once I wake up I begin the coding.
That’s it for now. See you next update!
3 hours and 40 minutes in and I finally have settled on an idea. I was really surprised to see 10 seconds win, since I’ve been participating in the Ludum Dare the theme which had lead in the voting never won in the final round. While the final round is still being voted on I try to come up with 3 ideas for each theme in the final round. This way when the theme is announced I already have my idea and can get right too it. All the ideas I came up with for 10 seconds, at the time we’re appealing, but now they are not. Seeing as how almost every game will be “do blank in 10 seconds” I scrapped my ideas and tried to come up with something where 10 seconds was less a time constraint and more a mechanic.
I think I finally have something. Here is the premise, its a platform game (big surprise ) where you need to collect all the stars on the level to finish it. the catch is once you touch a block on the level it will disappear in 10 seconds. So basically you need to get from point A to point B while grabbing all the stars while the level crumbles away. There will be traps to avoid in the level but no enemies.
Its almost 1am on the east coast, so I’m going to get some art done and then go to bed. Oh I’m calling it KunoNoOni’s Magical Star Saga!
Yes boys and girls its me! Its your uncle KunoNoOni! I’m back for another thrilling weekend of Ludum Dare’ing! Can’t wait to see what this Compo brings, and for your viewing pleasure I present to you the tools of my trade…
>>Code: Flash (AS3)
>>Framework: Flixel with possible Fixel Power Tools
>>Graphics: Photoshop CS6
>>Sound/Music: Sfxr, Bfxr, Audacity, Drumcircle and maybe FL Studio
>>IDE: Flash Builder
Good Luck to all you enter.
Wow, my game Squares has 50 votes! Thank you to everybody who has played and rated my game. If you haven’t please click the link above an try it out. You won’t be sorry!
I present to you Squares, an avoider game.
Honestly I would never of had made a game like this had the Theme not been Minimalism. When its the final round of voting I write down all the themes and try to come up with at least one idea for each theme. I try for three but one will do. When I got to Minimalism, I was like yeah that ones easy. I can do anything… The original idea I had I scrapped in favor of this one. I’m really happy with how it turned out.
No major problems this time around. But then again with such a simple game, I didn’t expect any. I finished it Saturday late after noon and then began to tweak and polish till I was satisfied with the way it looked. I’m really proud of the Title Screen animation. Gives it that retro feel. I also liked the changing tempo music I added as difficultly increases and the sound that is made when you get a high score. I set the initial Best Time to 40 sec while my personal best is 126 sec.
Things that went right
Things that went wrong
All in all this was a great Ludum Dare. I made many Posts and even took pics of my food! Can’t wait to do it all again in 4 months
Until next time…
I’ve polished up the HUD for my game. Before I just had the number for the timer sitting at the top of the screen, and it was red. The idea I had when I woke up was to create the HUD as seen in the pic. Originally all the text was red, but seeing as all the text on the title screen is black I decided to change the in game text to black. I really like how it looks now. Plus I’m very happy with the way the HUD, and the game as a matter of fact, turned out. There is a little less than 8 1/2 hours left of the Compo so I’m going to spend some of that time play testing just to make sure there isn’t any hidden bugs I missed. But first, LUNCH! I’m not going to take a picture of it this time as it’s going to be the same thing I had yesterday. Until next time…
I woke up this morning with a great idea of how to add a little more polish to my game. Breakfast this morning is Waffles w/butter and syrup and ham.
I love seeing all the progress everyone has made. Good Job all! Can’t wait to play all these great games!