Home | Rules and Guide | Sign In/Create Account | Write a Post | Reddit | #ludumdare on irc.afternet.org (Info)

Thanks for making Ludum Dare 26 AWESOME! See you in August!

Ludum Dare 26 — April 26-29th, 2013
[ Results: Top 100 Compo, Jam | Top 25 Categories | View My Entry ]
[ View All 2346 Games (Compo Only, Jam Only) | Warmup ]

[ 10 Sec Video Compilation (x3) | 260 Game Video Compilation | IndieCade Deal | Ludum Deals (Unity Deal Ends Soon!) ]


About orangepascal (twitter: @orangepascal)

Developer at www.OrangePixel.net

Entries

 
Ludum Dare 26
 
October Challenge 2012
 
MiniLD #34
 
Ludum Dare 23

orangepascal's Trophies

Roberta Williams Logic Prize
Awarded by mimshwright on April 24, 2012
Pika Award : Only one way to go up, and you know what it is...
Awarded by Lehun on April 24, 2012

orangepascal's Archive

It’s done! Play “Freedom”

Posted by (twitter: @orangepascal)
Sunday, April 28th, 2013 2:51 am

And I’m done! have fun playing “Freedom”  a prequel to my LD#23 game Predicament :

 

ld26screenshot

A prequel to my LD23 game

Posted by (twitter: @orangepascal)
Saturday, April 27th, 2013 4:28 am

 

I decided to have my LD game be a prequel to the game I made for LD#23.

This makes the gameplay set, but adds a challenge of sticking to the minimalistic concept for the details..  we’ll see if I can figure it all out!

ld26

MiniLD 2 player fun

Posted by (twitter: @orangepascal)
Saturday, November 24th, 2012 4:59 am

A gamejam.. with NES style graphics… how can I resist!?   My idea is to create a two player HTML5 game, gamers will be able to use their smartphone as controller, so that will be interesting ;)

Started early this morning, and now have both players moving about a simple platform level.. for the ultimate chaos I’ll stick to a non-scrolling single screen level.

I just have to make two big decisions now:  Co-op or 1vs1..  and .. what will be the goal of the game!

More MiniLD progress

Posted by (twitter: @orangepascal)
Saturday, May 19th, 2012 6:45 am

I wasn’t sure if I was joining for this MiniLD, cause the resolutions aren’t that interesting for anybody who has worked on mobile platforms (where resolutions have been 128×128 for a long time).  My LD48 entry was, as most of the games I create normally, running in 240×160.

I decided to go for a 64×18 resolution, and also take “unimportant” as the actual theme of the game. I can say now, that 64×18 is a true challenge to work in, but I’m enjoying it ;)  Not a lot of room for graphics, so making it look good is interesting and really puts the MINI back into minimalistic !

This is a screenshot of the current running code (html5) Still a lot of stuff to add and do, so better get back to it!

Predicament – Post mortem

Posted by (twitter: @orangepascal)
Monday, April 23rd, 2012 7:02 am

Had some requests for a post-mortem, so ..uhm.. okay I guess.

Game is Predicament:
http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=12805

This was my first LD entry, I usually don’t have the time for it and even for this one I only decided to enter 8 hours later. It’s obviously not my first game, and also not the first time doing a game in a weekend, so luckily I knew what to expect from a 48 hour maximum (and ended up with 11 hours left on the clock)

What went right:

I had my idea in about 10 minutes: a small environment (tiny world) and a little metaphor for living your life in a tiny world build into the short story (complete it, and you will understand)

Had a lot of fun getting the graphics done and the interaction of the various items. Was a first for me trying to write a game like this (adventure-y?), and I learned a couple of things that I might use in a larger version of this game in the future.

I normally create games for Android and iPhone, so writing it in HTML5 was refreshing and interesting. HTML5 has come a long way, and using a browser like Chrome you get all these debug tools without compilers.. pretty awesome for prototyping and competitions and just having fun.

What went wrong:

I had music build in there done with WolframTone generator, but people pointed me towards the terms-of-use on the Wolfram site.. still not sure if it’s not allowed to use for such free stuff.. but I figured I better remove it and go without music.

Some small bugs near the end of the game, I had time enough to fix it, but I was basically done with it and wanted to enjoy rest of my weekend. So you CAN get stuck gameplay wise, and would have to restart, but most people luckily don’t get stuck ;)  It’s a bit sloppy and could have probably handled it better if I just put the time into it.

Sound effects had various issues, I didn’t write my sound code cross-browser, so the sound really only runs in Chrome. However I do blame HTML5 and browser-builders for this. I stuck to the standards, and only Chrome really works. With audio-file formats also being a pain in the behind I chose to go for OGG to stick to the open-spirit.

What I learned

HTML5 is cool. It’s not ready for commercial stuff if you ask me, but for prototyping, or just having fun, it’s really good. You don’t need fancy libraries to get going. Just find out how to render parts of an image onto the screen, and go with it! All very simple, very open, and quick results.

Ludum dare compo’s are fun! If I have time again for the next one, I’ll sure give it another go, and I’ll even try to make time from now on.

Music.. I really should start learning to make music..

and finally there is an AWESOME community of  ”game developers for the love of game developing” out there, and I enjoyed the interaction with many people I didn’t know yet.

 

No go give my game another try ;)

 

 

Predicament done

Posted by (twitter: @orangepascal)
Sunday, April 22nd, 2012 11:29 am

Did some final tweaking and removed the music (done with Wolframtones, but seems their ToS doesn’t allow this type or any type of usage).   It’s fully done now, HTML5 source included,  audio only works in Chrome (preferred browser!) but game should run in Firefox and Safari also.

Play here <

Almost ready for polishing

Posted by (twitter: @orangepascal)
Saturday, April 21st, 2012 11:46 am

Screenshot from the running code, in Chrome. Still some stuff to add to the gameplay, and then more polishing with sounds, effects, etc.

Hours later

Posted by (twitter: @orangepascal)
Saturday, April 21st, 2012 8:52 am

A lot of progress made the last few hours, running into a slight gameplay obstacle (not knowing where to go from here) but all the stuff in the below screenshot is live and playable/interactive .. just need to get the final gameplay idea done.  Writing it in HTML5 cause it’s very easy for prototyping and quick coding.

My HTML5 tiny world shaping up

Posted by (twitter: @orangepascal)
Saturday, April 21st, 2012 6:29 am

Had a slow start, so figured using HTML5 would be the easiest and fastest route to having stuff moving!   (more up to date ramblings on the progress on twitter @orangepascal)


All posts, images, and comments are owned by their creators.

[cache: storing page]