About Manuel Magalhães (twitter: @Manue1Magalhaes)
Ludum Dare 29
Ludum Dare 28
Ludum Dare 24
Ludum Dare 19
Ludum Dare 18
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“Get as far as you can from the surface.
Protect yourself by entering shapes.
Control the dot with the mouse/trackpad.”
In this Ludum Dare I’ve created a game called “Beneath Wireframe”, a fast-paced arcade game where you need to enter shapes to keep alive. Here’s what went well and what didn’t:
What went right:
-The graphic style: I used the same graphic style in my previous entry, intervalo, and I decided to follow the same style when I created the graphics for this game. They were simple graphics that doesn’t take much time to create and, at the same time, were visually pleasing (or at least not unpleasing :p).
-The concept: This went very well. It’s an original concept that’s easy to pick up and play, but hard to achieve huge scores. It’s a good concept to expand in the future.
What didn’t went right:
-The “dot”: I should have used a larger actor to follow the cursor or at least put a bright outline on it.
-The dot’s movement: The main reason why I chose to make the dot follow the mouse over making the dot’s coordinates the same as the mouse coordinates was to not have mouse speed as a factor (at least not in very high mouse speeds). I shouldn’t have implemented the movement like this and I’ll correct this in a post-compo version, in case I create it.
-Lines’ visibility: The problem is that, when more shapes appear, it isn’t easy to distinguish a “completed” shape and a “non-completed” one, making the game harder than what should be. In the future I’ll solve this by fading the completed shapes in, among other visual changes.
-Misc.: The performance wasn’t very good in some computers because of some inefficient code logic I didn’t polish due to time constrains. I should have made a Windows/OSX/Linux native version instead to compensate for that performance loss. The game also lacked music, unfortunately.
While I don’t consider this to be my best entry, I’m still glad to have participated on this. As if I’m going to expand this to mobile devices, it looks likely. I will participate again in August if I get the chance.
A game will be created in this weekend. Hopefully it’s going to be enjoyable to play.
Art: Pixelmator, Pixen, iDraw
Music/Sfx: Musagi, PxTone, Audacity, GarageBand, Sfxr
Game Toolset: Stencyl
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.
I’d like to make an improved version of it. Basically a polished version with more levels and mechanics.
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!
try to do a game this weekend because I miss game making and I usually have fun with these compos.
Tools of trade
Game programming: Stencyl
Audio: Audacity & Bosca Ceoil
Good luck, everyone.
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.
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.
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
Drawing – Paint.net
Music/SFX – Audacity, pxTone
Game Toolset – Stencyl (with its pre-bundled behaviors to save time)
ps : vote for kitties, thanks.
Here’s the entry:
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.
(it’s going well, i still need to do a good chuck of stuff but basic movement is done)
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.
Game Making Tool : Stencyl
Music (if any?) : PxTone
Drawing : Corel Painter or Paint.net, depending on the art style
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’m going for a Jam this time, though.
Game Engine: Stencyl
Sound Effects: SFXR
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.