Ludum Dare 27
Ludum Dare 25
Ludum Dare 23
Ludum Dare 23 Warmup
The Music: “I think it went well this time round – used VCR6 for a bit more freedom, gained a little understanding of FamiTracker “music theory” and will definitely be using in future. Music could’ve looped a bit better. Will NEVER compose in beats of five again.” ~MK, composer
The Gameplay: For once we managed to create a game with a nice difficulty curve, as the bosses got progressively harder, but not too hard. We had also added challenge modes, for a more difficult experience if the game was too easy(And lets not forget easy mode, which comes complete with a pretty pink ribbon and a keyboard cat cover).
The Tools: We knew our tools from the start, even if Jello didn’t have a proper level editor. This allowed us to be more proficient whilst creating the game.
The Death: After creating the third boss, we had noticed an unintended effect: If the boss dies from a bullet, he dies red. We decided to make this a thing and when the boss dies(except for the second boss, who falls). This is also partially true with the blue representing laser charge, but this was an intended effect.
The Crash: Early on we had discovered a crash, which was seemingly random. At first we thought little of it, since it was kinda rare, but it progressively got more annoying. In an attempt to fix it, we changed the world system to something more state based. The crash was still there. Since the crash only occurred when changing worlds, we had assumed it had something to do with it. We were not far from it either, after a little debugging we had found that it occurs when streaming music from the disk, so instead we changed all of the music to static.
The Name: As with most other games, we had a little trouble naming it, so we called upon our friend Suyo to aid us. After a few minutes Suyo came up with “Supersonic Attack Squad,” and went from there.
The Idea: We spent a good amount of time on the first day coming up with ideas. We said no platformers, since we didn’t have a proper level editor. After a few hours we decided on a boss rush sort of game, except all of the bosses were beaten in ten seconds. We probably spent way too much time coming up with the idea when we could have been making it
The Cookies: On the second day, we became addicted to cookie clicker. All three of us. Don’t ask why, it just is. It hampered our efforts by quite a bit, and we had to change from the original planned 6 bosses to only 4.
Graphics: The system used for AFD was much different than our previous games and didn’t have the usual restrictions. This led to a lot of free-hand which is something Ace should never ever ever never do. Ever.
Composer’s comments: hi would you like the FTMs to poke around with in FamiTracker yes you would here are the FTMs
1) Cut up orange popsicle
2) Put chunks into this stuff or some similar tropical drink
3) Start getting ideas
~MK, wondering whether to make his own damn blog
Howdy, y’all, and this is your British composer for PIXEL^3 here. MK, pleased to meetcha.
I have no co-ordination with my team members so far but let’s see if we can’t win this. LD23 was a highlight with Boxed In, and since everyone’s holding out for 10 Seconds this’ll be interesting.
I get to skimp out on music]
I expect edits from my teammates because I’m pretentious, so WAKE UUUUUP
does famitracker work in ubuntu
Even though I haven’t really been all that into this LD’s Jam (I’ve barely even playtested our own game!), I still feel like the general buzz is keeping me hyped up. I can’t wait to see the results.
AND I SPENT THE MOST EFFORT ON THE TITLE SCREEN MUSIC. LISTEN TO THAT BEFORE YOU START PLAYING, WOULDJA?
So we’ve been working hard today, got a lot done so I’m feeling better about the deadline. Some enemies have been updates, as well as new ones being created. The title screen is 70% done and work on the Hero character has begun. We hope to have a beta version up soon for playtesting before the final release tomorrow.
We seem to be mostly set up now and the only remaining art pieces are the title screen, credits, and a few more misc. stuff. We’ll turn most of our focus now over to finishing up any code, some music, and designing levels. I’m about to clock in so here’s the final screenshot of the night plus a preview of the title screen.
Since the last post we have made great headway both graphically and in the gameplay. The player is now animated and bombs work. Breakable blocks and blocks that disappear and reappear based upon a button have been added as well as a enemy. But we still aren’t were we want to be at this point. I hope we have the time we need to finish this.
Things are going pretty good, but I wish they were better. Checkpoints were going to be implemented but will probably be scrapped. The player design is more or less done but still needs animating. (The hardest part) A few tiles need to be made but they are mostly done.
But a screenshot will tell more than my rambling on. So here it is.
Basically you’ll be playing the villain trying to reclaim his lair from the meddling heroes in an action side-scroller. Possibly even some RPG element as well such as stat boost and abilities.
All I have to show so far is an incomplete tileset.
Happy Jamming everyone.
Yep. After such positive reviews and the fact that it was simply gosh darn fun to work with we have decided to continue work with Boxed In. The additions planned to be made to the game include
- Bug fixes (kinda obvious)
- Gates with corresponding switches
- Higher resolution graphics
- More sound effects
- More levels (MKEdit: You may see a few, VERY hard levels from me :3)
JelloEdit: also, since we set it up with the new ogmo, levels are not compatible and will have to be redone.
Also, you forgot the preloader with built in pong.
This is our first year together as a group, and we are very impressed with our results. We did have a few more ideas for it, but i guess that’s what happens with 72 hours of time to make it.
- Language == AS3
- IDE == Flashdevelop
- Libraries == Flashpunk
- Graphics == Paint.NET
- Sounds == SFXR
- Music == ptCollage
We incorporated most of what we wanted to incorporate. We managed to make it as complete as we possibly can and even had time for credits, a kitty Easter egg and particles.
DAY 1: 72 hours remain:
We at first were going to go all Super Mario Galaxy style with a tiny planet at the center. However, after a while we realized that Jellonator could not get the physics working the way it was supposed to, so it was scratched. 3 hours of time was wasted. So we started brainstorming ideas once again. Acecard kept repeating ‘a guy who can shrink and then grow back,’ yet Jellonator insisted that he could not code the area detection for growing. eventually we came to a point where we had the idea of small people in a cardboard box controlled by a larger person. shortly after that, Ace had to sleep and left Jello to code from 1 AM 7 AM. the end result after that was ogmo was set up and running, platformer physics worked, and some crapsprites made in place for when Ace made them, with a small hole in the box that acted as a goal.
Day 2: 48 hours remain.
This is the day when most work was accomplished. MKSTAR came online and made a quick functional loop, boxes were made to be pushable, spikes added to kill the player, Ace made non-crap sprites to implement into the game, tilting is added. The main thing about this game was turrets and rocket launchers. at thing time, missiles were homing missiles. Also, half of the levels were made on this day.
Day 3: 24 hours remain
On this day the rest of the levels were made. Jello encountered glitches with the missiles, so he removed their homing function after an hour and changed their function to destroying breakable blocks. Sprites were tweaked, Blocks were created and the credits were added to mark the end. the goal was also changed to a hole that leads to other parts of the box just because of logicalness. by the time it was done, there was 2 minutes until submission period. after we submitted it, we encountered a few glitch. blocks were affected by tilting. so we went ahead and fixed it during ludum dares submission period and submitted it. we took a long nap afterwards.
What went right:
quite a few things went as they should have, The fingers at first were hilarious (Jello resized them 400%), but looked legit when resized 200%. the whole tilting gameplay is the thing that makes it entertaining. We also enjoyed implementing the easter egg, at first we didn’t know how to implement it, but in the end we did.
What went wrong:
At the beginning we waster ~4 hours brainstorming and scratching the original idea. we planned 20 levels but ended up with 18. Our turrets and missile launchers glitched when you passed the relative angle of 0 (when the player is to the right of the weapon). Jellonator thinks the fingers still look a bit creepy, but eh. they’re fine. There’s also a glitch with tilting, the game only renders whats visible at 0 degrees, so it chops off at the top and bottom when rotated. We also realized level 12 and 13 were the same thing.
Overall, we are proud of our game and will continue it in the future. we had quite a bit of fun making this and we hope you have as much fun playing it too.
MK (Composer)’s comments: Well, this was a fun experience, and my first Ludum Dare. I loved the whole time limit thing, and it brings a smile to my face seeing so many people like the game. See that level near the end with a crapton of spikes and Kaizo jumps? That was me. :3
As to the future of Boxed In, we have a seperate-from-LD version that’s currently in the process of a new gameplay fashion. Also, Jello’s working on something interactive, and he’s considering adding more obstacles. Meanwhile, I made levels (there’s another standalone version on our site with those levels), and composed some music that could fit with the obstacles. Also, we’re adding settings in a different interpretation. I love cryptic leaking.
Meanwhile, Ace is hi-res-ing all the graphics (which is pretty stupid, IMO), and Jello’s working on the aforementioned leaks. I’m just composing. ~MK
I just got up, and decided to make this update post before school.
currently we have added turrets which kill you and stone blocks which are not subject to tilting, and are about to added missile launchers. Play the latest version here.
screenshot of new objects:
anyways, I hope we can finish this by the end of the day.
We’re doing well so far.
-Implemented moar levels including MK’s Kaizo style level
-Jello’s fixing box-hitboxes
-Added stone blocks
We here at Pixel^3 have come up with a name for our game. it shall be called: “Boxed in.” The player controls a person holding a large box in which smaller people are inside this box. The goal of the game is to get the ALL the people to the hole in to box so they can escape. It’s a puzzle platformer involving use of WASD and arrow keys. Classy music made by MKSTAR26 was finally implemented. Ace has also updated the graphics for them, so it looks nicer(imo the hands are a bit off :3 )
-person holding box
-slightly better physics
Okay, so far we have a player in a small cardboard box.
Right now we have crap sprites because Ace hasn’t made the sprites yet.
We have music, but we haven’t implemented it yet.
A Challenger, or more likely 3 challengers, has risen to the challenge of the Ludum dare game jam(since the jam allows 3 people :3)
Our members include:
-Jellonator(the person typing this) as programmer, weapon of choice: Flashpunk
-AlucardX60 as artsist, weapon of choice: PAINT.NET and maybe GIMP
-MKSTAR26 as music sequencer, weapon of choice: PXTone
hopefully we have a great time making this game, which I know I will, like I did last year making that abomination called Alone On An Alien Planet. Hopefully we don’t procrastinate this like we do with our recent projects.