Gamedev, Software engineer, wannabe artist and musician.
Gamedev, Software engineer, wannabe artist and musician.
Ludum Dare 26
Ludum Dare 25
Ludum Dare 23
Ludum Dare 22
Ludum Dare 21
I totally had fun this LD! Even the painful aftermath helped a lot with figuring stuff out. I was at long last able to upgrade to glsl 1.5, fix my shader setup, get more familiar with matrices again (even if i’ll forget it all by next week) and was able to deliver a solid entry, that’s actually gamy, unless most of my previous entries.
Like every other LD i need a good half day to get over the theme. I keep complaining on IRC, to my housemates, to basically everyone that dares trying to talk to me within the first couple hours of saturday. I don’t try to intenionally violate it, but i usually end up doing something that only remotely could be considered themed. This time around it was technically quite challenging to set up, but the gameplay atleast mechanics are simple:
Get Gems, don’t run into things, get to goal.
After a bunch of coffee and ranting i fired up the IDE and started working on TunnelVision, not actually being determined on pulling it through. I made the ring model, imported it and have it arranged along a spline. I realized that this solution is not at all sufficient because rotating the rings along the spline direction is a task i didn’t want to bother with. I remembered that you can construct a rotation matrix out of forward, right and up vectors, so i use an array of those to make up a track, where each node has a definite position and orientation i can further work with.
Applying a constant rotation along the forward axis, and a translation along its up and right vectors allowed for some interesting level design components to create segments that don’t look dynamic and not too uniform, like a rotation of 12 degrees every ring in distance 2; although it is nice to have that kind of control. Basic ship and camera mechanics were added aswell, but in even cruder forms than it is in the entry. Also i started implementing phong shading only realizing later that there will a be whole lot more problems arising.
After implementing most of the basic mechanics in day 1 i could focus on building actual tracks and a add little more variety to them, get some polish done and get a smooth release. Glad that i decided as i did because i was just on time, so i thought. I realized a bug in the intersection code just after the submission hour started, i tried my best to get rid of it, but i wasn’t able to figure out exactly what the problem was and i wanted to wrap it up, so i left it in.
Another thing that is still bugging me are the ship controls and camera logic. I wasn’t able to get the physics done in a way they behave like i intended them to, so i didn’t bother with it for the time being. The camera logic is another beast. Just attaching the camera do the back of the ship looks very boring and undynamic, i wanted to have it follow the ship with a slight delay but that turned out more diffucult than i imaged. So for now it keeps following the path left behind by the ship in a certain distance. The result is not quite like what i had in mind, but it’s close.
Otherwise it was a smooth process; I planned to have enough time for everything so i didn’t need to resolve to botching. Only thing i regret is that i weren’t able to squeez in a second tune.
Only the day after submitting is when the actual work started. “Error”, “Not working” and “Crash on startup” are only a few of the messages you can read in my comment thread. Again. AGAIN. ATI oh why you just do not care when compiling shaders. At first shaders weren’t able to compile on nvidia systems at all because i called functions that aren’t available in the shader-version i specified (Thanks for realizing ATI). Then, after upgrading to #version 150 nvidia complained about attribute/varying keywords being obsolete (Thanks for mentioning ATI).
After fixing that the game started to run, but the normals were totally wrecked. At this point i already got a lot of help by you guys, providing me with info in your reports and helping me to fix this, so let me say thank you: THANKS YOU! A remote debug session with NeiloGD in a Hangout enabled us to figure out the culprit. I am at fault myself for not realizing this one: I assigned the correct shader only after buffering the modeldata and assigning the attributes. Since the wrong shader was loaded at that point, the Normal-attribute was not active due to optimizations by the compiler. I can see how that is my fault, but damn, ATI, why you allow for such lax programming!
All in all i’m very happy with TunnelVision. It turned out mostly like i planned, and you guys seem to like it too
But yeah, i’m sorry i forgot to add the option for inverting vertical controls. It will come soon =]
And if you haven’t played it yet DO SO NOW!
TunnelVision achieved visual parity on nvidia and ati chipsets now!
It was quite the piece of work, but thanks to you guys and your detailed reports and help i managed to fix all the problems to run this game! (if not let me know!)
Special thanks fly out to these guys for providing detailed info on the problems. Make sure you play their game aswell!
Special thanks fly out to MetalCanine who didn’t make an entry this time and to NeiloGD (http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=1154) who helped me a lot figuring out whats wrong, aswell as providing a solution!
The fixed version replaced the old broken one, so you can play it at the usual place: ://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=5751
Thanks to all you guys, and enjoy the game!
Wow, this was fun.
Once again i hated the theme. And once again i had a blast either way
I didn’t face a lot of technical difficulties, thankfully. Except a collision problem which i only realized after the submission opened. Doh!
It’s not all too critical, but i’d rather had it not there, for obvious reasons.
Otherwise i’m pretty happy with how TunnelVision turned out, although if i were doing a post-compo version i’d change so many mechanics. But i guess that is just natural.
So how about some eyegasm inducing bug-screenshots?
I’ll just leave this here. Don’t let the collision bugs bite!
I’ll just twist the theme until it makes sense. Well, gameplay wise it is pretty minimal, music will be minimal too, graphically, well, sophisticated minimalism maybe
Here’s the devlog:
Tomorrow it is time to fix the camera pathing, some more ring-meshes and track-generation, aswell as music, sounds, ui, polish, controlschemes, gamepad support, enemies, collectibles, special effectsOMG IT IS 4AM!?
Thanks to SmallDeadGuy i was able to annihilate some critical bugs and crashes. If you find some, dont hesitate to point them out and i will fix them ASAP. (twitter, irc, anything is fine =] )
Here’s the changes:
Back to gamedev
The next version of the most favorite Tilemap editor of anybody and everybody is FINALLY THERE.
Here’s a quick view of changes since 0.8:
Plus a couple more little adjustments and finetunings. I highly suggest you use it, because otherwise your games will suck!
And here is once again the preview of the AutoTiler!
So if you’re making a 2d RPG or Platformer or anything inbetween i hope you don’t shy away and use this marvelous piece of software (and maybe it won’t even break! If it should you can drop me a message anytime though, and i’ll fix it ASAP, especially during the compo!)
So, get tilin’ folks!
Today i went in there and shamelessly ripped of my own website design and used it as a template for the LevelUp homepage. This is obviously makeshift, but better than that wiki i had used before. Other than that, the release of v0.9 will be coming later today as i’ll need to fixa few buggies still.
So yeah, here’s a screenshot for your entertainment!
So why don’t you head over there now and download the 0.9preview until the final is released? http://lup.wzl.vg
You better do, or do you want to be stuck using tiled and ogmo for the rest of your lives? x)
Here’s a preview of the AutoTiler as followup of my previous post.
I’ve been busy working on LevelUp, refining the interface once again, adding the autotiler and config, some usability fixes and an experimental minimap!
(this release *might* run through mono and wine on linux, but the font loading is broken since it uses gdi32, any reports or hints on that are appreciated!)
I still need some reports about the usability and potential bugs/crashes, so noone gets surprised by mad shizz in the compo.
Any feature suggestions or bug reports can be send in the comments, in the #ludumdare irc channel (i’m wzl there) or through twitter (@wzl_).
I’ll be working on this tomorrow, so there’s still a bit of time to add some shenannigans
LevelUp v0.9 is in the making.
There’s not a lot of improvements towards 0.8, but it *will* feature an autotiler!
If you have any feature requests, now is the time. I’ll try to wrap 0.9 up by friday, so you can get accustomed to it before the compo starts!
Also: I’m in!
This time i’ll be using my Flow framework again (which i’ll link to in some later post) using C# and OpenGL.
For graphics I’ll be using Aseprite, and for audio Renoise. (Maybe even Blender?! We’ll see…)
Let the Potato begin!
I started writing some reviews on some of your entries!
At first i will review every game by users that rated my entry. After i catch up i will start rating and reviewing other entries i’d like to share.
So if you want your game reviewed and added to the list you can head over here and gimme your juice
The complete list of reviewed games is here
To link a specific review just add # + username to the url (http://ldmr.wzl.vg/#pinion)
Keep in mind that writing those takes some time, and it might take a while until i catch up.
Hope you enjoy it
love and kittens,
Wooh timelapses are always fun. So here is 18 hours compressed into 3 and a bit minutes.
You play a psychopathic cannibal on a killing spree, just because you’re hungry. Eat as many people as you possibly can, and don’t let them see the corpses, as they will be alerted and you wont be able to kill them or in their direct proximity.
Enjoy your meal
I didn’t want to enter at first. I didn’t feel very motivated to begin with and with my back injured i cannot work effectively and without pain anyways. That said I rather like the theme for once and eventually i got an idea and realized how i could implement it.. Heck, 20hours are good enough anyways
So here’s a little heads-up:
You’re a hungry cannibal running wild, eating people. NOMNOMNOM
I’ll be doing things with Flashpunk, Aseprite, LevelUp and Renoise.
I will apologize in advance for the frequent articles on version updates, but that’s good right? New versions mean new features. New features result in more power. More power let’s you win LudumDare.
Yes, I want you to use LevelUp in the next compo! And to make sure this tool gives you the most freedom possible and runs as stable as you’d expect, i need your feedback.
Let me know of any weird stuff, crashes, bugs, annoyances, missing features and everything that catches your attention!
Here’s today’s changelog:
And this is what it looks like after the interface overhaul:
Next version will provide a couple more tools, so look forward to that
Enjoy the tinkering
I’ve started some as3 dev some time ago and it usually came down to something that required a tiled map. I’ve tried a couple of mapeditors, like Tiled and Ogmo, but i felt not comfortable using them and they were lacking a few features i expect from a leveleditor.
In previous situations when i needed tiled maps i just made adhoc editors myself, but they were built only for a specific task with a specific framework in mind. Now i attempt to use all the experience i gained from those prototypes to implement a full-fledged standalone mapeditor capable of basic editing features aswell as nice to have stuff like trigger areas, custom locations, and linestrips for pathing or collision.
I’ve started work only earlier this week and by now completed the most basic feature set including tile brushes, layer management and multiple tileset support. It currently exports to XML only, but other formats like JSON will be supported later on.
I will provide an import template for FlashPunk in the next couple of days, so you would be able to immediately use it and try it out.
This is still in heavy development, but the basic implementation is functional. However i’m still looking for general feedback and feature suggestions as i want to make this tool like a decent alternative to existing editors. I’d appreciate your input on it!
For more specific info visit http://wzl.vg/wiki/index.php?title=LevelUp
Here’s my minild entry, creatively named pong-out.
Flashpunk is really awesome for LD’s i must say. Lots of fun, easy and fast.
You can read more info about the game on it’s http://www.ludumdare.com/compo/minild-35/?action=preview&uid=5751 entry page.
or play it directly:
There’s probably going to be a post-compo version with lots and lots and lots and lots of improvement and new features and eye candy and shizzle and dizzle. Oh, i will also fix whats broken eventually. :p
I’ve thought about what i’d need to do if i were to continue development. How to optimize the performance, increase the depth of the game and other stuff you might want to know about.
If you’re interested, you can read the full post redwatergames.blogspot.com.
If you haven’t played it yet, you can do it here.
If something doesn’t work, please leave a comment with your system specs and os.
Unterholz was made in less than 24 hours so it lacks a bunch of features (i.e. gameplay). The basic idea is to manipulate the elements to transform the environment so new lifeforms can emerge.
The only life form emerging in this build are just two types of plants though. Little creatures spawning in the lakes, climbing on plants, or looking for shelter in dark crevices could be added too.
It was interesting to work with pixel water, or cellular automata as it is apparently called. However it is very poorly optimized and can run into performance issues quite quickly if you keep pouring rain. Further performance tweaks would require me to rewrite the whole system, which i might :p
Currently, the environment is only absorbing water. Upon absorbtion there is a chance for a plant to grow out of it. Continuous watering will help the plants spread.
More environmentally changing features could be added like wind, storms, snow – which can melt -, thunder – bursting plants inflames – and other hazards that influence how life developes.
Here’s the source to the framework i’ve been using, it’s the same i’ve used the last two times:
Go play and rate Unterholz here.
I’m IN, or i might not be.
Depending on how well the theme voting skills turn out to be this time around i will create a bombastic entry, or none at all.
DONT VOTE GENERIC SHIT GUYS! THE INDUSTRY DOES ENOUGH OF THAT ALREADY
No effort was made in creation of this post.
Hey peeps and thanks for all the lovely comments you made on DiggyDig so far!
First I want to explain a couple of things here as reply of some of the comments:
I apologize that it is so crash prone, again. My engine is not very stable and i experiment a lot with it. I try to improve that while i work on it, but it is quite difficult to get it to work properly on different machines with all the different hardware configurations. In that respect, ludumdare is the only wide scale test i have available right now, so i am using your feedback to improve this piece of software so it will eventually end up working alright. LD 21 was already a great help there! Thanks for all your input on it.
Thanks for the praise on the game mechanics. It is certainly not unique, but rather borrowed from minecraft/terraria and taken to a slightly different direction. Getting the mechanics work properly actually took most of the time, so i only had a couple of hours left to create the content, which you can observe in the timelapse.
The limited amount of time, i think i had around 6 hours left, is of course the cause for the lack of game depth, versatility, actual content, and everything else basically.
The physics are very hackish. I never coded collision with rastered terrain before, so i am happy that it works as well as it does.
What went right:
What went wrong:
I will use the next month to play with this prototype.
I will :
I am not sure in what direction i will take this to be honest. This has an aweful lot in common with terraria, which i don’t like. Don’t get me wrong, i love terraria, but i don’t want to basically remake it. So i will just keep working on this and see what i can make of it. While i have a few hints, i am not fully certain about it.
Thanks for reading, and all your precious feedback!
All posts, images, and comments are owned by their creators.