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    Mothly’s World: Post-mortem

    Posted by
    Sunday, May 6th, 2012 2:04 pm

    Introduction

    This is our second Ludum Dare and we used knowledge learnt on the previous edition to create a new cool game :).

    This time we had time to develop a full game from an idea of an intensive brainstorming to a game with nice graphics and sound. Let’s go deeper from the game idea to the final result.

    As soon as theme was published we were in love with it. We started thinking about a few ideas involving ants, protons and weird environments like keyboard’s interior. After reading all the ideas we decided to create a shooter in a tiny world but the original idea was about neutrons and protons stuff.
    We slept some hours and the idea changes radically to a shooter in a human’s mouth controlling a drop of fluorine.

    After defining the game mechanics and without a name we began scheduling tasks for both code and art.

     

    What went wrong

    We had a lot of changes in the code, so we destroyed some features that we wanted to set in the game like Save Games.

    There was too problems with the time, we are newbies, and because that we didn’t add all the features that we want like more levels.

    The major problem is about our inexperience, we didn’t balance the game, the easy mode is harder than expected, so… don’t talk about the Hard mode.

    Post release was wrong too, Java is portable in theory, we still have problems with the releasing. We tried to put all the dlls of Slick library in a fat jar, but we don’t know why there are problems with Windows 64bit version (for example). We tried to run the game with virtual machines and we could run it, so we don’t understand why there are some people having problems with that and we don’t know how to solve it.

    What went right

    Previous ludum dare we failed developing a whole engine for our game with a limited time. This time we have used a Java engine called Slick. Using Slick for a fast prototyping was a very good idea :).

    Using Java instead of C++ was right too. C++ is a powerful language and probably the best for developing games. By the way, in 72h we need fast development and C++ (and our experience) didn’t fit well.

    This time we had two honorific team members: an artist (@_Dreisa_) and a game designer (@hmudarra_). The graphics created mixed with the developers work created a nice looking complete game.

     


    Conclusion

    The experience won with this Ludum Dare is vast. We want to say to any beginner videogame programmer that is a really nice idea participate in the Jam. And we want to thank all the people who follow us in twitter and encourage us to do something.

    Links:

    View Reikval’s journal

    View ultrayoshi’s journal

     

     

     

    Food and bacteries!

    Posted by
    Monday, April 23rd, 2012 11:35 am

    More progress!!

    It’s not complete yet but it’s playable and need balance! :D

    Moaaar progress!

    Posted by
    Sunday, April 22nd, 2012 3:42 pm

    It’s not even playable but we are on fire!

    Our designer @_Dreisa_ is doing a very good job and both programmers are proud of her :D

     

    Progress!

    Posted by
    Sunday, April 22nd, 2012 4:32 am

    Only a screenshot, not a long post because I’m hungry! :D

     

    Progress! but no code…no screenshots…

    Posted by
    Saturday, April 21st, 2012 8:57 am

    Hello everyone!

    Finally we decided our game genre and story, yay! After a huge brainstorming session with interesting ideas: from a protons wars to rescue a dog for annoying fleas, but finally we decide to program a shooter in a curious environment, our mouth.

    These are the main features:

    • Control the main character (dental fluoride agent) through a person mouth.
    • Defend our host against bacteries
    • Shoot to enemies to destroy them before they reach the theeth.
    • Bactires creates tooth decays and they spawn more enemies!
    • Repair tooth decays shooting them.

    We are still working on the idea but its reaching a good shape.

    About technical details we decide to use Slick engine because lwjgl is too general and as I said, we learnt the leason, no more engine programming on a ludum dare!

    Also our team is growing up! We have a nice graphic designer @_Dreisa_ and the best game design advisor @hmudurra_. Thank you guys!

    See you later!

    Let’s rock!

    Posted by
    Friday, April 20th, 2012 6:31 pm

    Hi there!

    I am @ultrayoshi and I’m participating with my friend @ReikVal on LD jam.

    This is our second attempt and this time we are using a different technology for the contest because we learnt some things. Our choice for programming language is Java and we are using LWJGL for all engine stuff.
    On the previous edition we used C++ but we were noobs and we developed a tiny engine for the game. Now we have some experience and decided to use a language which we are more familiar and not building a whole engine for the jam.

    We are very excited with theme announced: Tiny World. Now we are beggining the design phase.

    Let’s go!

    Follow us on Twitter!

    P.S. Sorry for my poor English, I’m learning too!

    Post-mortem “Alone in the war”

    Posted by
    Thursday, December 22nd, 2011 1:54 pm

    Hi there,

    first of all, congratulations for all contestants, you made a good job :). Now, our post-mortem/discussion/reflexion about our game.

    Well, this is my first LD and I want to thank @ReikVal, my friend, game designer and co-developer of our first game. It is not perfect, actually it is full of bugs, inconsistencies and poor gameplay. But, it’s not bad after all :D.

    We learnt a lot in this contest, we learnt how to develop a game from scratch, designing the game, creating a micro-engine and developing game features. While we were developing we found a lot of problems.

    First, we start developing our engine without any experience. We lost a lot of time doing this task and we don’t invest enough time on game development. But, if we are positive, we developed a cool engine with the following features:

    • Loading textures using a TextureManager improving our memory management.
    • Handling mouse input using GLUT with a InputManager class.
    • Using a SceneManager we can switch between two different contexts, using a nice interface for our Scenes.
    • Cool Sprite class for handling sprites animations.
    • A TileMap class for loading the map
    • Three useful GUI classes for Buttons, Selectors and TextInputs.
    The engine is not finished and its not usable for now. We want to continue developing it and adding new fancy features.
    About the game, the theme was alone and we start our brainstorming with popular concepts like shadows, ghosts, fear, zombies and…straw balls!. But.. we thought that things were too classic and we start thinking about a cool RTS game about being the unique civilization of the world.
    Our references were Civilization, Revenge of the Titans and other RTS games.
    We don’t finish the game because our project was too big for us. But we “finish” it, because it has a start and end conditions with a poor gameplay and no instructions (sorry iforce2d). We love the experience and we will participate on next Ludum Dare with news ideas and more experience.
    Thanks! See you in LD23!
    P.S.  Sorry about my poor English.
    @ultrayoshi @ReikVal

    1 day left

    Posted by
    Sunday, December 18th, 2011 4:46 pm

    Hi again,

    after 2 days of coding we have a usable Engine (about 1500 loc) with the following modules:

    • TextureManager: handles Textures and improve memory management.
    • InputManager: read keyboard and mouse inputs and save it in a nice structure.
    • SceneManager: WIP, now we have only 1 scene and we don’t need it.
    We are developing a turn-based RTS on you assign tasks for your workers and then generate money and lots of problems for you.
    These are two screenshots of our development:
    See you!
    @ultrayoshi / @ReikVal

    Developing a micro-engine

    Posted by
    Saturday, December 17th, 2011 9:20 am

    Hi there,

    we start coding our micro-engine for this ludum dare. First of all we introuduced the Game class for game loop management, update, render, update, render, update, render……..

    Next, we start playing with OpenGL, drawing some boxes in the window. We realized boxes are so bored and we develop a Texture class for handling png images. With Texture class introduces, next step was coding a very simple Sprite class but… now this class have more lines than the whole program.

    In this Sprite class we have implemented a hot-reload sprite’s info using XML files. For reading this kind of files we use rapidxml.

    Now, we can test our sprites without compiling the code. Next step? Blue background is so bored too…

    See ya!

    @ultrayoshi @ReikVal

    Go go go!

    Posted by
    Friday, December 16th, 2011 8:00 pm
    Hi there,
    after theme was discovered my partner ReikVal and me begin a brainstorming session. Alone is a an abstract theme and we still think about poor kittens =^.^=
    We are thinking about the game genre but maybe we must decide first the general idea of the game.
    By the way, we are developing with C++ using GLUT.
    See ya!

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