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Ludum Dare 29 — April 25th-28th Weekend [9 PM EST] — Theme: ??? (Theme Voting!)
  • Ludum Dare 29 Compo (48 Hour+Solo+Scratch+Src) Begins: in 4 days, 22 hours, 22 minutes, 4 seconds
  • Ludum Dare 29 Jam (72 Hour+Teams OK+Relaxed) Begins: in 4 days, 22 hours, 22 minutes, 5 seconds
  • [ MiniLD 50 | Warmup Weekend April 19th-20th | Real World Gatherings | Ludum Deals | Wallpaper ]


    About Manuel Magalhães (twitter: @Manue1Magalhaes)

    Entries

     
    Ludum Dare 28
     
    Ludum Dare 24
     
    MiniLD #35
     
    Ludum Dare 19
     
    Ludum Dare 18

    Manuel Magalhães's Trophies

    Manuel Magalhães's Archive

    intervalo – Postmortem

    Posted by (twitter: @Manue1Magalhaes)
    Saturday, December 21st, 2013 4:26 pm

    Screenshot 2013-12-15 21.14.39

     

    http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=2490

    For this LD I released my game, intervalo (interval in Portuguese). Here are my thoughts on what worked, on what didn’t and my future plans for it:

    What went well:

    -The main mechanic. The mechanic works like this: the player is rotating in a circle. There’s a period of time where you press enter in a certain timing. The first time you press enter it will set the direction, the presses afterwards will change the player’s texture, which permit to pass/colide with certain blocks. After the period of time where you press enter follows a period where the game will replicate your presses.

    I’m happy with how the mechanic turned out. I thought of it at the end of day one when I was having dinner, it came to me when I wasn’t thinking about the compo. I guess next time I need to have an original idea I just need to distract myself. ;)

    -The graphic style. While it’s not super flashy it is clean and modern.

    What didn’t went well:

    -Music. Heeeh, or should I say the lack of it. It was a mixture of “didn’t have time” and of “doing music is my archilles’ heel”.

    -Explaining the main mechanic. Some people got confused on how the game worked, so I should have done more to teach the mechanic to the players, considering the uncommonness of it.

    -Potential that wasn’t executed. The game is six levels long so there’s not much into it.

    The future:

    I’d like to make an improved version of it. Basically a polished version with more levels and mechanics.

    Closing thoughts:

    Overall I’m glad I participated on this Ludum Dare. Not only I had fun while making intervalo as I’m thinking to expand its concept without the rough edges.

    See you next LD!

    I’m in.

    Posted by (twitter: @Manue1Magalhaes)
    Friday, December 13th, 2013 6:12 pm

    Hi. I’ll try to do a game this weekend because I miss game making and I usually have fun with these compos.

    Tools of trade

    Graphics: iDraw

    Game programming: Stencyl

    Audio: Audacity & Bosca Ceoil

    Good luck, everyone. :)

    Arctic Upgrade Postmortem

    Posted by (twitter: @Manue1Magalhaes)
    Thursday, August 30th, 2012 8:46 am

    http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=2490

     

    This was my fourth LD that I’ve been on (counting the MiniLD I had a few months ago) and while it was hard for me to come up with an idea for the theme I managed to do it. Also learnt some nice tricks while doing the game. However after creating the game I decided to do a balance of what went right and what didn’t:

    What went right:

    -Graphics. I’m glad I’ve chosen a small palette like the NES one, otherwise I probably couldn’t do graphics as well. It also helped that a few months ago I got useful feedback on TigSource about the NES palette. One day I’d like to do the same for a Game Boy or a Game Boy Color one. :p

    -The mechanic. I liked how the upgrade mechanic turned out. I think there’s a lot of untapped potential on it that I need to expand, but it was nice to experiment with it.

    -Going for a Jam. Originally the game was in the main LD compo, but I chose a Jam instead. The game was very incomplete before and thanks to the extra day I gave the game better controls, a new final, new level design, a timer and even some music.

     

    What went not so great:

    -Controls. The biggest hassle about the game from the feedback I’ve gotten are the controls. I’ve improved them in the Jam version, but they aren’t perfect at all. Next LD I’ll post mid feedback builds to fine tune the controls, as well the difficulty.

    -Music. I composed the music on the Jam day and I can’t do chip-tunes very well. I had a music for the stage but it was poor so I removed it. Maybe next LD I’ll team up with a musician or brush up my chip-tune skills.

    -Lost time because of the theme. Evolution isn’t an easy theme to get ideas from, in my opinion. Not the worse theme and there was some pretty fine entries from it. But getting a good idea for it took me some time.

     

    Overall it was fun to participate on this and I hope to join next LD with a better game and have fun again. Now off to try some more entries. :)

     

    Arctic Upgrade is done.

    Posted by (twitter: @Manue1Magalhaes)
    Sunday, August 26th, 2012 7:17 pm

    You can play it here.

    These two days were tiring, but it was worth it. While I think that design-wise the game could have used further upgrade variations and while I think it’s too short it was nice to toy around with this type of mechanics. Picking up an one use upgrade and use it on demand lead me to make some interesting level design.

    Another thing I’ve enjoyed was spriting. I haven’t sprited for ages! But it was nice to do it again, specially with the NES palette. It’s far from great (specially the player’s animation *shrugs*), but it was fun.

    Something that I would have liked to do is music. But the time ran out, so I couldn’t do it unfortunately. I’m not good at doing chiptunes anyway. :p

    And that’s all.  So to sum up: There were some things I wished to have done better, but these things will have to go into an another game in the future. But it was still worth it. :)

     

    Progress on my game, “Selective Evolution”

    Posted by (twitter: @Manue1Magalhaes)
    Saturday, August 25th, 2012 7:03 pm

    Greetings. Early today I almost was calling it quits, but then I got a cool idea. I thought of a platformer with upgrades, but instead of  touching the upgrade to activate it the player picks these upgrade circles (like the one in the screenshot) and then actives them with the press of a key. Hence the name “Selective Evolution”. The catch is that the player can only use an ability at a time, so there’s going to be some strategy involved, or so I hope. :p

     

    I’m in.

    Posted by (twitter: @Manue1Magalhaes)
    Wednesday, August 22nd, 2012 6:46 pm

    That’s all.

    Tools:

    Drawing – Paint.net

    Music/SFX – Audacity, pxTone

    Game Toolset – Stencyl (with its pre-bundled behaviors to save time)

     

    ps : vote for kitties, thanks.

    String Raider is done.

    Posted by (twitter: @Manue1Magalhaes)
    Monday, June 18th, 2012 5:13 am

    Here’s the entry:

    http://www.ludumdare.com/compo/minild-35/?action=preview&uid=2490

    It was the silliest game I’ve ever done, but it was a lot of fun. I think this reminded me why I enjoy making games, and I can thank miniLD for that. :)

    IN SPACE NOONE CAN HEAR YOU SMASHING YOUR KEYBOARD

    Posted by (twitter: @Manue1Magalhaes)
    Saturday, June 16th, 2012 7:51 am

    (it’s going well, i still need to do a good chuck of stuff but basic movement is done)

    I’m in

    Posted by (twitter: @Manue1Magalhaes)
    Saturday, June 16th, 2012 4:05 am

    I’m in for miniLD #35. I’ve got a neat idea that I want to see if I can pull it off, but if I’m unable to do it at least I learnt something in the process. :)

    My tools:

    Game Making Tool : Stencyl

    Music (if any?) : PxTone

    Drawing : Corel Painter or Paint.net, depending on the art style

    Sorry, I’m out…

    Posted by (twitter: @Manue1Magalhaes)
    Saturday, April 30th, 2011 6:05 am

    Since I can’t think of a decent idea for this theme, I’ll not participate on this Ludum Dare. I tried to do some prototyping but all seemed meh to me, so instead of doing a game that I know that it’ll will not be good at all (like my previous entry, Portrait Exploration) I prefer to wait for a theme that suits better to me.

    Can’t wait to see what everybody else did in the end though! :)

    I’ll DO IT.

    Posted by (twitter: @Manue1Magalhaes)
    Wednesday, April 27th, 2011 1:21 pm

    I’m going for a Jam this time, though.

    Tools:

    Game Engine: Stencyl

    Sound Effects: SFXR

    Graphics: Paint.net

     

    Remember Spacenoid from LD18? Well…

    Posted by (twitter: @Manue1Magalhaes)
    Thursday, January 27th, 2011 8:08 am

    Either you do not, I did a Flash version! It’s now called Arkanaut (to avoid confusion with other stuff called Spacenoid) and it’s avaiable on Kongregate: http://www.kongregate.com/games/Supermini_man/arkanaut

    If you’ve an account there you can also submit scores. Thank you LD to have begin what is today Arkanaut. :)

    Portrait Exploration is done

    Posted by (twitter: @Manue1Magalhaes)
    Saturday, December 18th, 2010 9:46 am

    My LD entry is done. It’s a very small art game (2 minutes to get to the end) and it’s about a zoomed exploration of a black and white portrait that gains color once you pass your cursor on it. I’m kinda skeptical if it’s enjoyable or not, so please give me criticism about what you like or not, I might fix it on the spare hours.

    With no futher undo, here’s the game: http://www.ludumdare.com/compo/ludum-dare-19/?action=preview&uid=2490

    You’ll notice there is no sound, that’s because I didn’t to ruin the game with the awful music that I make, so either play the game silently or put a calm music on background.

    Having progress

    Posted by (twitter: @Manue1Magalhaes)
    Saturday, December 18th, 2010 6:04 am

    Progress is going rather well! Also, since I have the habit to check personal stuff while I’m working on the game I’m not going to release a time-lapse. Sorry. :(


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