Ludum Dare 26
Ludum Dare 26 Warmup
Ludum Dare 25
Ludum Dare 25 Warmup
Ludum Dare 23
Ludum Dare 23 Warmup
Ludum Dare 22
Awarded by RealyUniqueName on May 3, 2013
Chased a Dragon
Awarded by gritfish on May 29, 2012
This time it’s not really recovering. Because I’ll make graphics, and I can’t say I could make good graphics before. So,
Relearning graphics —————
At first, I made a to-do list for graphics:
- Color scheme. I thought about making gray platforms, black void as walls, and gray fog for undiscovered territories. Quiet moody.
- Make player. You see it at 45 degrees, it can rotate in 4 directions.
- If possible, make walking anomation for player.
- Switches. It shouldn’t be difficult.
- Orbs (aka exits). Little black balls with smaller white balls orbiting them.
- Fog. Grey tiles which fade away as you discover them.
- Make some kind of tutorial. Text messages that will appear as you play.
- Main menu and stuff.
(Hey, where did the spelling check button go?)
The color scheme looked nice, but the fog was kinda bad, so I started from the fog. I decided to make the fog like that: initially, all undiscovered tiles are gray. But when I discover them, as I can’t just interpolate then to whatever I want, I switch them instatly and at the same time add a new fog tile, which will fade away with time.
Wow, it looks cool. Well, let’s go on.
Next things I made were switches and orbs. I made both of them animated, and it was very interesting to do.
Let’s make a player then! I imagine him knida squared (cubed?). After several minutes I managed to finish him. (Finish him!).
Why does he look like that? Idk, I just wanted so.
I didn’t animate him. Because my code is like cuonmoppltiicmaitzeedd. So, I finished graphics. Yay! Have a screenshot:
I decided to leave music for now and make some menus. And come up with a name of the game! So, here is an another to-do list I made:
- Make a tutorial.
- Come up with a name.
- Make a menu.
- Make an “you win” screen.
Eventually, I didn’t make an “you win” screen. But I made some cool effects, and discovered some in the program I use. Nice!
By the way, the name I chose is “By the Void”.
Now the game is pretty much complete. Except it’s missing some atmospheric music.
————— Relearning composing —————
Abundant Music still doesn’t have any export excepting to midi. Sad…
*Lookes (Listens?) through previously generated music* Bad luck… Nothing suitable…
Well, actually, there is some a bit suitable music, but generating is too easy! And I’m here to warm up my skills! So, let’s compose some music ourselves!
It didn’t took me long, but hey, I just made a 16-second loop!
And then, an usual problem: converting WAV to MP3. I use Audacity, and when it converts, it leave a little pause at the begining. Eek! It ruines the rhythm when looped! Well, the solution I know is to chop off the end of the track, so the length remains the same. But you can still feel the bump. If anyone knows a solution, please tell me.
————— Results —————
What went good:
- I finished it in time!
- I made some good graphics!
- I made (I think) the game moody.
What went wrong:
- Code. I even had some problems with it’s entanglement.
- I spent 48 hours, but made only one level. Well, I wasn’t really trying, but I need some serious warm-up to make it in time in December!
- The game isn’t very challenging. Well, the idea is years old.
It’s been a while since I made a game. I didn’t make since summer… And the December LD is coming!
So, I’m going to get back into making games. And I’m participating in MiniLD #47.
————— Relearning planning —————
Hmm… The first game I ever made? I remember my old games surprisingly well, but I can’t remember my first one. They were written with Delphi 7 and they are short. I think I remember one very old game… I don’t think it’s the oldest one, but I’ll pick it. Let’s see if I’ll find it.
I’ve changed a computer since then, but I backed up some data from it. Searching didn’t take long. So, I found a folder of my old Delphi games. Unfortunately, I didn’t find the game I was looking for. OK, I remember it quiet well.
Also, I found out that I don’t have Delphi on my computer. Well, I’ll have to use another program then.
The game is simple: you have a stickman, you move it around. You only see 4 adjanced tiles, and, well, ones you already saw. You need to reach the chest. Once you do it, you go to the next level and control another stickman. There are doors, which need to be opened with levers.
But I didn’t use an individual screen for each level. So, in the picture above, there are 3 levels. It allowed me to make a twist: communicating beween levels. So, the switch in level 3 doesn’t open the door in level 3, but it opens the door in level 2. And behind that door is the switch that opens the door in level 3.
After some time, I created a map for my future game.
I designed it so (I hope) characters never meet each other. (Oh, they actually do. Well, nvm.) Also, switches can’t be switched back once used. And wires are just for understanding, I won’t include them in the game.
So, the planning part is done. Then I started programming.
————— Relearning programming —————
Well, not really relearning. I’ve been programming though I haven’t been programming games. I decided to use PhYard Builder, that I usually use for games.
The first problem is: how to store the map data. I planned to make undoing for my game, so I should make the map loading flexible, but not containing too much data. Each tile has up to two values:
- Is it explored or not. Unexplored tiles are inactive and and black.
- Is it changed or not. Used for appearing/disappearing platforms and switches turned on/off.
So, basically, there are two things to store: the level itself and the state of tiles.
The second problem is switches. I usualy store the level in a string, with each char representing a tile. But switches need more information, because they need to know what tile(s) to switch. So, I decided to mark switches with letters A-Z and describe the behaviour for each one individually.
The ends of the level also need more data: the beginning of the next level. But I can just make them switches those change not the state of tile, but is it explored or not. And mark them with letters a-z.
So, I converted the level to the text form:
................ .@.@...@..A.##B. .#.#.#.#.C...... .#.#.#.#..D#@a@. .b.E.c.#.d...F#. .......#.G..#H.. .@.I.J.#.#.#.K#. .#.#...#.L.M.... .###.N##........ ...........##.e. ..f..@.@####O... .....#.......... .g.###.##P.#Q.R. ...S...#...##.#. .....T###U...... ................
After about four hours, I finally got to test the game. I could move the player anywhere by clicking, and I couldn’t change players. Also, switches weren’t working. Oh, I just forgot making them work.
After a lot of debugging, I managed to make it work. Unfortunately, I found out that I also have to remember player positions. So I decided to make undoing remembering the level. So, I failed at planning. I hope that won’t happen in an actual LD.
I wiped off the “changing” of tiles surprisingly easy. So, I managed to make everything excepting the undoing.
Finally, I finished the undoing. The programming part is complete!!!
————— Results —————
What went good:
- I made it!
- I remembered how to program.
- I planned well. At least the level design.
What went bad:
- Time. I think it took me longer that I thought.
- Code. The thing that went the wrongest is the undoing. I didn’t do it before, but I think you remember the action, and trace them back to undo. But I remembered the whole level…(
Just like the previous August, I’m not in. I’ll be away. But don’t worry! I’ll skip only three Augusts more, and then I’ll be able to participate!
Oh, if you’ll open the warmup a little early, I’ll participate in the warmup.
Sunday is ending, and I am at a very early point!
I’m making a bullet hell game, but with a twist: you have 3 keys (up, down, shoot), and you must keep at least 2 pressed, otherwise you lose health. So, if you want to go up, you release the down key, if you want to shoot, you have to repeatedly press the shoot key, while holding two others.
So… I had no inspiration until today. I only made an engine. Tomorrow, and maybe next days, I’ll be making levels, graphics, etc…
If I won’t have time for much features, I will definitely make a post-compo.
A post-mortem for Minimal Force. Barely wrote it.
|LD #22: 174 jam entries||LD #23: 1072 compo entries|
|LD #25: 902 compo entries||LD #26: 1610 compo entries|
|A Villain By A Chance||Minimal Force|
Another success! I`ve improved in 6 categories, and didn`t go down in another 2. I have 3 categories with not less than 3 points, and no categories with less than 2 points. Only 3 categories are worse than average.
- Audio: I`ve beaten 78% entries without making lots of effort. I used sfxr for sounds and Abundant Music for music, both are generators .
- Humor: Well, I didn`t involve much humor, but got a good rating. It seems average humor is very low (indeed).
- Fun: My first entry that`s actually fun. I just used a simple idea, and people enjoyed my game.
- Mood: I think most mood was caused by music, but I also made some story.
- Overall: 3 overall? Great job! I think I this time I succeeded.
- Innovation: I had to sacrifice innovation to gain fun. And I didn`t regret it.
- Theme: I think I could do better. I just quickly took the best idea I had, though I wanted to think some more.
- Graphics: Though graphics are low, it`s better than previous LDs. I think I learned how to draw on computer.
Well… I feel kinda squeezed now. I already started making a game for MiniLD, because I think I won`t do it in one weekend. And I need to make sure I`ll make a game this month.
3,5 days until the deadline, and I just played 100 games.
Here are my favourite games amongst ones I`ve played:
Best by mood:
a compo entry by jacklehamster.
A game with fantastic mood and story. I was almost crying by the end. A simple and minimalistic yet fun and detailed game. And it has quests! The right game for fans of visual novels.
Best by humor:
a compo entry by DaanVanYperen.
A very witty game about fighting and meditation. Has much graphic contend, interesting and polished gameplay, and a very laughable story. Simple and easy to understand for everybody!
Best by audio:
a jam entry by kill0u.
An atmosphere-based game about drugs. Consists of many minigames and only one button to complete them. Has a crazy yet appropriate soundtrack, which will make you feel the mood easily. It will keep you glued to the screen!
Best by graphics:
a jam entry by GreyShock.
A management game, where you try to survive on a planet, waiting for help to come. Has much details in graphics, sounds and storytelling. It makes you live through lives of characters.
Best by theme:
a compo entry by Volute.
An RPG-like game, where you complete various quests in order to restore the world. It takes you to a trip though the game history!
Best by fun:
a jam entry by shiprib.
A game about trains. The most minimalistic yet deep game, containing pure meaning, and nothing unnecessary. It`s packed with hours of fun!
Best by innovation:
a jam entry by JonathanG.
Unique graphics? Check! Original gameplay? Check! A game about communication, set in a minimalistic world. Experimentators will surely like it!
It was difficult to select a best game by overall. I have a lot of games worth be the best, but I need to choose one. Ok, let it be…
Best by overall:
a jam entry by cominu.
A multiplayer game, which is rare. Very polished. Balanced, interesting and original. Has great graphics and audio. That`s the winner in my list! I see a lot of potential here. I hope it will be extended and become a great game, but even now it`s great. It`s difficult to assemble a team though, so if you need a player, you can call me.
I’m only halfway at the moment. I have 2 weeks though. I found out that if I play games all the day and play them till the end, give detailed feedback, etc. I rate 25 games per day. However, on the second day some people had over 100 ratings………
I was playing games randomly: sometimes by the default rating, sometimes just random games from the front page, sometimes games by request… Here are some games I liked those have rather little votes:
A minimalistic horror game, where you have to run away from different-colored eyes.
A one-button adventure game with an amazing story and outstanding mood.
A very innovative yet minimalistic strategy game about pixels.
I’m going to post a more detailed list, but only when I’ll rate another 50.
I submitted a new version of my game. I didn’t add anything, I just fixed several bugs and problems.
Here is the complete change list:
- Added WASD controls
- Less waiting at the end of the level
- Fixed boss doublehit (a rare bug)
- Added “R” key hint
- Added potatoes
Now go and find those 3 very secret potatoes, hidden in places you’ve never thought of!
I’m going to play LD games today! Yes, I’ll play games made by YOU! You can suggest a game for me to play, even yours, and I’ll give instant feedback (Sorry, English is not my native language, I doubt I’ll be able to speak so you understand).
I made a game “Minimal Force” this weekend, and here is the post-mortem:
What went good:
- Idea. A puzzle platformer! A reverse metroidvania! At first the idea didn’t seem trustworthy, but it appeared to be a good one.
- Level design. Hmm… I managed to make a level for every item lost, without any not-fitment.
- Graphics. I totally made some good graphics myself! I’m going to make an individual post about it.
What went bad:
- Time. I submitted the game at 0:33 AM. That’s too late!
- Planning. I had to recode several things because I didn’t plan them well!
- Bugs. I had a lot of bugs, and I still have some. I didn’t plan to release a post-compo, but I think I’ll have to release a bug-free version.
- Punctuation. Sorry about that, I just don’t know English punctuation!
What went average:
- Sounds. I included just one sound, and generating music seems a bit unfair. But who cares if the music is awesome, right? (Now I think the music wasn’t quite made in the given time. I just had a folder of music generated beforehand, and I picked one from it. But I could just enter the seed into the generator and generate it once more, so I think it’s OK.)
- Theme. My favourite was ‘Every death is meaningful’, and I was a little disappointed when I saw it’s ‘Minimalism’. I couldn’t make any idea for some time, and the one I came with didn’t seem trustworthy.
- Maths. I still haven’t found a way of calculating velocity of an arrow so it perfectly goes through a given point. But the boss wouldn’t be possible otherwise.
- Community. I was streaming the process of game making, making a timelapse and posting frequently, but it’s not more than usual. I didn’t even have a journal, unlike the previous time.
What did I learn:
- Drawing a bit better.
- Using Tile Studio a bit.
And here is a timelapse (I missed a part at the beginning, when I was drawing levels with Tile Studio, and a part at the end, when I was submitting the game):
Since I have a lot of holidays this and next week, I’ll make sure I get a gold coolness medal. I’m also planning to stream playing LD games.
Who do you think that cute yellow square is? IT’S A BOSS! An almighty last boss! And you have to fight him! But, as I told, you lose a thing every level. At the boss, you only have… a right button. Do you dare to defeat the last boss with only one button? YOU DO, of course!
I finished the boss, and it’s beatable by only going right, and now I have to do (in priority order):
- A tutorial
- A throwout notification
- A demo for you to play!
- A menu
(I might accidentally mix up 6 and 7. It’s not a big deal.)
Oh, I still need to come up with a name.
I’ve finished all the levels but the last one. And I still have a long way to go! I need to add graphics, music, menu/dialogue scenes, a tutorial, animation, etc, etc, etc…
Now I can take a rest from coding and make the game already. I finished everything I needed (excepting cutscenes and the boss).
Now you are the one being shot! Luckily, you have a shield that makes you invincible at the price of your movement!
I have a character that can shoot arrows. The initial speed is set, the gravity force is set. The arrow goes out from the character’s coordinates and through a set point on screen. I need to find the X and Y velocity of the arrow!
I thought that the formula I found works, and I tested it many times and didn’t find any flaws. But, as you can see on the screenshot, it isn’t working! (I just updated the formula and it seems to be more accurate, but it’s still not perfect)
My platformer now has doors and traps! You have a button on the level, when you press it some door appears or disappears. There are also arrow traps, hidden in the ceiling. If you walk under them, they’ll shoot you.
It feels like it’s been a day…
I made quiet much progress in programming. At least, I made simple enemies. They run around and attack you. You can attack them as well with your sword or by stomping them from above.