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Ludum Dare 30 — August 22nd-25th 2014 — Theme: Connected Worlds
  • Compo (Solo+Scratch+Src) Ends: in 1 day, 17 hours, 30 minutes, 48 seconds
  • Jam (Solo and Teams+Relaxed) Ends: in 2 days, 17 hours, 30 minutes, 48 seconds
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    About marudziik

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    Ludum Dare 25
     
    Ludum Dare 24
     
    MiniLD #34
     
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    Ludum Dare 22
     
    Ludum Dare 21

    marudziik's Trophies

    The "You know your game systems!" award
    Awarded by Jacic
    on September 7, 2012

    marudziik's Archive

    IN!

    Posted by
    Friday, August 22nd, 2014 4:25 pm

    It seems that I’m in.

    So the big hopes this time is that I:

    • get some good ideas, decide on one quickly
    • create some music for my game (this is a completely new thing for me)
    • finish something without falling back to AS3 (I feel like it’s time to move on to something else)
    • don’t spend too much time on tech stuff: stay simple but entertaining

    Engine/Language: I’m not actually sure yet, but will choose between JavaScript, Haxe or Twine. Depends on idea, time available, etc. (this approach worked for me once, but it’s also kinda risky…)
    Graphics: Graphics Gale, Paint.NET
    Sound: bfxr or sfxr, MilkyTracker, Audacity
    Source Control: Mercurial (local repository)

    Oh, and chronolapse, of course! Cannot have it on full-time, because I’ll be working from my laptop though. :P

    Well, good luck everyone!

    The Hunt Postmortem

    Posted by
    Thursday, December 20th, 2012 2:18 pm

    It’s time for a postmortem of The Hunt. It wasn’t the usual, great LD experience for me, as I had to enter the Jam just to finish my entry, but I’m happy I did manage to finish something… Well, let’s start…

    The Good

    • I did finish a game. I think last time I was so happy that I managed to do this was during my first LD.
    • I like the graphical effect I managed to achieve with backgrounds. This is definitely something to explore further in different projects.
    • I left polishing the code for later/never: no component object models, no fancy object-oriented techniques, just plain simple entities. And I DIDN’T CARE.
    • I used the additional time to test my levels, and now I think that the difficulty curve is quite fine. The game can be beaten, but does get a little harder with each level. Even my mom can play it!

    The Bad

    • I hated the theme. I couldn’t think of anything that I would really like, which resulted in me starting to work around 13 hours after the compo started.
    • The original idea to use Twine over AS3 was better, especially considering my time constraints (RL stuff).
    • I was late for the compo and had to enter jam instead, and didn’t really gain that much out of it (I managed to add only 4 more levels)…
    • I didn’t have time for anything. I didn’t implement anything interesting, and my weekend consisted of switching between LD and other things. I didn’t even add Kongregate API.
    • Waited with creating assets too long: in the end I had to look for some pictures on the web and use combination of rotoscopy, palette reduction, recoloring and similar techniques just to have something. It turned out fine, but I wish I had a better plan.

    The Result

    • I think it’s probably the most non-innovative game I’ve ever created, but I also think that it was a worthwhile experience. Maybe it’s even not that horribly bad in terms of gameplay (it’s simple & casual), but kinda mindless, not very innovative and lacking theme-wise.
    • I feel it’s kinda time to change the technology I work with (AS3), just to see something new. Haxe, HTML5, maybe even try something 3D… I must think about it some more, but it’s the right thing to try for me.

    Either way, I’m looking forward to the next LD. :)

    Timelapse of The Hunt

    Posted by
    Wednesday, December 19th, 2012 5:11 am

    dead goatWhile I write a postmortem for my abominable entry, you can watch my timelapse. Usually I keep chronolapse running for the whole Compo – this time I had to keep switching it on and off because of other things I had to do on my computer. It’s around 20 hours of coding. I also added some comments.

    And if you want to see and rate my Jam entry, here’s the link.

    Finished!

    Posted by
    Monday, December 17th, 2012 6:51 pm

    Okay, finished. It’s probably the worst game I’ve ever created (and I had a rough lesson of time management vs. real-life). Go and play this abomination, clicking the image below:

    logo

     Oh, yes, almost forgot:

    1goat

    There are some of these in my game. And you shoot them.

    Compo fail, Jam is on!

    Posted by
    Sunday, December 16th, 2012 7:20 pm

    I decided to enter the jam, having spent a little less than 12 hours (I think) on my entry tops.logo

    Had a lot of real-life related things to do. The horrible theme also didn’t help (it seems I’m more creative when theme is more specific), and me sticking to AS3 instead of writing some nice story with Twine was a bad idea. The whole process took more than expected.

    The game is actually completely working, but there’s only one level, and the general idea was to create at least 10 levels (gameplay is a little stupid so some variety in levels is crucial). I’m not sure I’m going to add much else.

    It’s also the most stupid, most annoying, most bloody game I’ve ever made. It’s a simple saloon-shooting game, where the point is to kill nice people instead of bad guys. Yeah, I know – not very promising. ;)

    Will work on this some more tomorrow!

    I’m in, sort of

    Posted by
    Friday, December 14th, 2012 7:52 am

    Sadly, I got things to do this weekend, so it will be less than 48 hours for me, and most of the time I have to cut out is right in the middle of Saturday. So this time I will be really glad if I finish anything at all, really.

    I wanted to try Monkey or Haxe this time, but now I consider using Twine (twee, to be exact) to focus on the content. I’ve had very little experience with it, so it will still be something new for me, and this may be difficult anyway, because I’m a programmer mainly and delving into nice English metaphors isn’t what I do best (besides, it’s not my first language).

    Wish me luck!

    Post-mortem of Meow for MUTATION!

    Posted by
    Tuesday, August 28th, 2012 7:26 am

    Okay, before I start with my post-mortem, some advertisements.

    If you’re interested in playing the original Meow for MUTATION! and rating the game, visit the entry page. There’s also the updated, post-compo version there, but I recommend trying it after rating the original. If you’re interested in timelapse, check it out here. Thanks!

    This game contains kittens. In fact, mutated ones!

    The Good

    • Game design document. It’s very good to write what you want to do – even if just for future reference.
    • Using a genetic algorithm. Generally it’s good to use stuff that you know best – and I did use such algorithms a lot some time ago. It’s a very simple implementation, but it took me very little time to code. It works neat, too.
    • Graphics. Wow, 5 mins of searching in google “how to draw a cat” and I had a general idea of how I want my mutating cats to look like. Modular graphics were a great idea (although a little complicated in implementation), and honestly, I’m still impressed by my mad skillz. :P First drawings were made with real pencil on a real paper and that was also quite a good idea (later I used a tablet).
    • Forums, community, overall help one can find on the web. FlashPunk forums especially.
    • Employing event tracking in google analytics. This was quite easy, actually. Now I’m able to track how many people play my game, what’s their average score, and many other things. I will try to post some statistics later.

    The Bad

    • Reading “Game Coding Complete” and thinking (too much) about structuring my code just right (just stick to your framework!). I blame the authors.
    • Not testing. This seems more important with every LD I take part in. My game is completely untested – and again, unbalanced and too hard (too few means of controlling the population; the easiest way to fix it is allowing the player to select specimens for reproduction, not deletion – this is done in the post-compo version). I keep forgetting that games need to be fun and playable, not concept-accurate.
    • Trying to make something in FL studio for the first time without creating anything before (I managed to record myself saying “meow”, modify this sound into beats and stuff, create some simple, annoying loop, but it was just too much work) – I generated something with GreaseMonkey’s autotracker. It’s an awesome piece of code.
    • Thinking too big for the compo. Wow, I was bold enough to think that I could also do a tower-defense part to the game. Like, on top of the general GA idea. I decided to cut the tower-defense idea after the first day.
    • My mood, when I figured my idea might bee too much for me. Just in the middle of the compo, I was pretty sure I won’t make it. I even wanted to resign already, but kept coding anyway, just for the sake of it. After some substantial cuts to the idea, I was able to complete something playable.

    The Ugly (truth)

    • It’s a 48 hour competition: don’t waste time on semantics. Know what to do with your code structure and how you’re supposed to do it.
    • In fact, try to not waste time at all: the simpler the idea or the more you’ve had experience with something similar before, the better the result. It’s great to learn new things during the compo, but this can reflect badly on overall quality of your game.
    • Get some utils ready before the compo. Some basic stuff, some helper structures, etc. For example, I wasted too much time on coding Entities able to contain child Entities in FP, just to create some screens with messages. I wasted a great amount of time on reading the code of punk.ui and had to hack&slash it to make it work in my environment.
    • If you don’t code games everyday, or you plan to use a language you don’t use very often, warm up before the compo!

    Overall, this was a great weekend and I look forward to the next Ludum Dare!

    Timelapse and post-compo version!

    Posted by
    Monday, August 27th, 2012 5:57 pm

    Here’s the timelapse of my entry, Meow for MUTATION! Also, having no time to test it during the compo, I managed to finish a post-compo version today, with a quite different mechanic – I think it makes the game a little more playable. If you want to rate it, be sure to take into consideration only the original, though!

    Submission Post!

    Posted by
    Sunday, August 26th, 2012 5:56 pm

    FINISHED!

    Wow, I still cannot believe I actually finished something! I was sure I won’t make it on time! Anyway, here it is:

    Click here to play “Meow for MUTATION!”

    An intelligent race of feline-like creatures has just learned about the upcoming attack of ALIENS. Having no choice, they must defend by all means possible. The problem is, until now, they had no use for weapons and war machines, being the peace-loving folk they are. So they figured they will use Crossover Accelerating Technology (C.A.T.!) to speed up their evolution – that’s the only chance for them to survive!

    Yeah, it’s not really finished. I can actually prove there was more to it when I started, because I made a Game Design Document (a very simple one). Feel free to grab it. Well, at least GA I packed inside works (this was actually the easy part).

    Timelapse and postmortem posts are on the way!

    Long live FP+TweenMax!

    Posted by
    Sunday, August 26th, 2012 10:12 am

    I freaking LOVE flashpunk, in the sense that I can easily dive into its bowels and do things just as I please. I might have said before that its code structure is kinda messy, but I must also add that it’s very, very versatile. This piece of art, combined with TweenMax, is a freaking awesome doomsday machine, especially when it comes to creating smaller games.

    I worked all day – that’s why I didn’t even have time to make a foodphoto post, but I feel it pays off: the game DOES look better and I MIGHT even finish something playable before the deadline!

    So yeah, I will strive to submit it as a compo entry, but no sounds yet. Any. Also, the general concept I had before had to be cut in a lot of ways, so the game will be really, really simple (and probably a little boring).

    There are still some bugs I must get rid of, so audio is not a priority right now.

    More than 7 hours left, people! Good luck!

    Some kind of progress, I guess

    Posted by
    Saturday, August 25th, 2012 6:23 am

    Very basic things done, some GUI elements and stub graphics. I’m taking a break now. Need to think about gameplay.

    I’m not really happy with what I’ve done so far. Oh well, at least the cats are smiling. :)

    Probably jam then.

    Posted by
    Saturday, August 25th, 2012 4:40 am

    I have a great idea, really – but there’s so much to do, I probably won’t be able to finish on time. My only hope might be the jam (though I will work alone anyway). For now, I can say that there will be felines and that I will be using this (that’s why all of this WILL take some time).

    I wasted a horrible amount of time on designing (that’s good!) and even more on thinking about how to structure my code (that’s bad!). It’s the first time I’ve actually made some design document, but I should probably just start working on it already. The only thing I really managed to finish right now is my breakfast:

    I can already see what is my main issue here: I completely forgot how to code in AS3/FP. I get stuck on many stupid things, and after reading “Game Coding Complete” (damn you, McShaffry!) the code structure kinda bothers me (because now I would do a lot of things in a different way, but there’s no time to write this, and sticking to FP architecture is better right now).

    Wish me luck. :P

    The obligatory “I’m in” post!

    Posted by
    Friday, August 24th, 2012 3:08 pm

    Okay, so I’m not really sure I will pull this one off, but I will try!

    Things I will use:

    • Language & libs: AS3/Flashpunk, TweenMax
    • IDE: FlashDevelop
    • Graphics: GraphicsGale, maybe Pyxel, Paint.NET
    • Sounds: bfxr, Audacity
    • Level design: (if any) Tiled
    • Music: don’t know yet, but I WILL try to get some
    • Timelapse: chronolapse

    No base code, just project generated by FlashDevelop & base directory structure.

    Additional constraints

    • put “1000 Kittens” inside somehow (I know it won’t win:P)
    • learn and use Google Analytics event statistics on the fly! (something simple though)
    • use component-based game model and anything to make code more readable

     

    Finished – or did I? ;)

    Posted by
    Monday, May 21st, 2012 6:26 pm

    Okay, enough. I am done. You can see Micro Beat’em Up here. It’s far from finished, but I won’t have more time now to spend on this. I will definitely try to explore the general idea of beat’em up mechanic in the near future, but for MiniLD#34, this is it.

    I consider this a nice progress, because along with some new things I tried (specific coordinates system, camera movement, parallax background), I AM REALLY SATISFIED WITH THE ART. Ironically, implementing general game mechanic was rather easy – I spent most time on things like pause screen (push ‘P’ to SEE it) and problems connected with low resolution graphics.

    Unfortunately, it’s not that fun, as there’s not that much gameplay. Also, the AI is kinda simple, but it should be easy to create something more out of the code I currently use later.

    Go on, check it out:

    Oh, yeah – this was my first MiniLD! Woohoo! I had a lot of fun! \o/


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