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Ludum Dare 24 — Coming August 2012

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The Collapse – Post Mortem / Longplay

Posted by (twitter: @wzl_)
Friday, August 26th, 2011 12:18 pm

Finally I made a post mortem longplay.

I assume you read enough of those already so i made it a commentary to a longplay.

Edit: Its broken, gimme some time to fix, pinnacle videospin is CRAP. It removed all of the audio, didn’t doublecheck beforehand :/. Do you know any other free video editing tools for windows?

Edit2: Enjoy it as longplay, video spin won’t render the remaining audio no matter what i do.
I will re-edit and upload it when i found another tool :|

 

Enjoy :D

Aftermath: The Collapse

Posted by (twitter: @wzl_)
Wednesday, August 24th, 2011 1:48 pm

Now, a couple of days went by and i got a lot of positive feedback, thanks to all of you <3

I must say i am pretty satisfied with my entry. But some comments had me frustrated (not the comments in particular, but the cause of them). People were experiencing crashes, or the game not starting properly, and if it works, they get stuck because i made some design fails in the early levels. Poeple weren’t able to experience, what i had worked on so hard, just because i made some mistakes in the development. It felt devastating.

When i read that submitting fixes were allowed, if they are dependant on having the game working, i was rejoicing. It still leaves me with a crappy level design, and that can’t be helped just yet. Just take it as a challenge. They are definately solveable.
I would love to record a play-through but my machine is too slow to have the game running and fraps recording at the same time :( I might be able to do it at a friends pc the next couple of days though, so look forward to it :)

So to mention the issues that came up:

1: Crash on startups
There were few occasions of startup crashes. One of them was a fault at the model loading in the collada parser. I used float.parse() without the ‘i-dont-care’ parameter (CultureInfo.Invariant) so it crashed for some localizations ( using ‘,’ / ‘.’ delimeter ). That was obviously fixed pretty easy once i knew whats wrong. I just had to add some basic exception handling to the code to find out about it. I should have added that long ago, anyways.

2. Levels only getting loaded partially or not at all
The building and collapsing animation of the level geometry was written in the last hours of the development, so it was a rather hackish attempt and i knew it wouldn’t be perfect to begin with. I also knew that my timing sucks, as i was using GetTickCount(); which is rather unprecise, only getting updated about every 16ms. Not quite enough for a solid physics simulation.

I started playing around with different timing methods that are available in .net, which boil down to GetTickCount()/Environment.TickCount and QueryPerformanceCounter()/Stopwatch, not being satisfied with the results of the latter, as it was jittering like hell. As i figured out after a couple of hours, the actual problem lies in the game loop. After reworking some basic orders (i fooked around in it while working on the game) it worked like charm. Physics feel alot smoother, and the levels construct/deconstruct correctly.

3. The goal model was not showing up for some
Actually, i have no idea what the cause was, i still don’t. It was fixed with the time/gameloop fix though. So it comes for free. (Although it still looks ugly whiteish as the texture is not working correctly. I won’t fix that for the entry, cause i’m not allowed to :p)

4. There is still a reported crash, without putting out some error message, besides “error” apparently, which i can only hope is unique to that one user. Although i’d love to fix it, i have no way to do so at this point. Sorry about that alexlarioza :\

 

If you experience crashes or other bugs, please let me know. You can find me on Twitter or irc://irc.afternet.org/ludumdare as wzl or redwater\wzl,

Thanks, it is really appreciated

 

Finally, thanks again to all of you providing constructive feedback. It really helps designing a solid concept to work on. If you liked it, you should look forward to the next iteration of the game :)

 

Enjoy playing, and good luck with your entries fellow luders \o/

More Info stuffs

Posted by (twitter: @wzl_)
Monday, August 22nd, 2011 8:09 am

I made a somewhat longer post about the entry on my blog for some more information on the development on

http://redwatergames.blogspot.com/2011/08/collapse-ludum-dare-entry.html

also uploaded a video featuring the leveleditor

and a gameplay video

 

Enjoy reading/watching/playing and leave some comments :)

Hell yeah

Posted by (twitter: @wzl_)
Sunday, August 21st, 2011 8:38 pm

The first actual game, in an actual kind-of-finished state. I must say i am kind of proud of it.
I like the game idea and art direction quite a bit, so i might continue working on it, depending on the feedback :)

Sorry, however, for the lack of updates, but most work went into the map editor, and screenshots would have all looked all the same.

I hope you enjoy this little game, because i sure enjoyed developing it.

Thanks for hosting Ludum Dare

(and thanks to notch at mentioning #LD in his twitter, i would have missed it otherwise :)

 

Good night \o

I just got message…

Posted by (twitter: @wzl_)
Saturday, August 20th, 2011 8:10 am

..that i have to release the source of my framework so there’s no unfair competition.

well here you go, it is under heavy construction, not documented, and relies on other third party libraries, like opentk, bass.dll and jitter physics. Use at your own risk :)

 

Here is a first Work in progress Screenshot.

wip

Enjoy guessing what it is about :D

 

Damn, i can do this! I WON’T ESCAPE FROM THIS!

Posted by (twitter: @wzl_)
Saturday, August 20th, 2011 7:19 am

Started coding an entry using my .net opengl framework.

Goal of the game is to…ESCAPE

unexpected eh…

will post some screens, footage and more info later this evening.


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