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About johnfn (twitter: @thedayturns)

Hi. I'm johnfn. Reach me on gmail (same username).

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Archive for the ‘LD #19 – Discovery – 2010’ Category

The Dreamer postmortem (and timelapse!)

Posted by (twitter: @thedayturns)
Monday, December 20th, 2010 1:13 pm

Timelapse

So the Dare is over!

(It’s been over for a while, aye, but I was kinda dazed, and I started playing other people’s games for a while to restore myself.)

I think that this is where I mention the major problems that I had. But I really feel like I lucked out this time, because the creation went off without major hitches, and I even managed to adhere to a schedule (!!!)

Still, some notes:

  • I’m still not exactly sure what kind of starter code we’re allowed to have. My starting code put me at about the same level as Flixel (but without map support), but that still disadvantages us to people who use things like game maker and get stuff like map support and room support built in. I don’t think I had all of that until halfway in!
  • This was the best I’ve done with abstraction, I think (at least up until the last few hours where I was just cramming in fixes). It really paid off, too – the latter half of development was relatively breezy.
  • I was insanely productive. This kind of game usually would take me around 2 weeks to make.

I’ll stop patting myself on the back now:

  • My biggest problem by far was the lack of a good map editor. If you look at the timelapse, you might notice that it took me something ridiculous like an hour or so to develop a single map. Going back to make changes (of which I had to do several times) took a while too. Editing the raw data in Flash was atrocious because Flash just dies with that much text – I eventually switched to FlashDevelop, which is lightning fast. The good news out of all of this is that I have finally discovered how to solve this problem, and with it, another problem that I’ve wondered about for ages. Essentially, the tile editor must handle ALL of the output. My current setup was just outputing the raw map data, which I had to put into a class and hook up with exits to other rooms (which later led to nasty bugs). Editing maps and writing code should be completely separate activities. I really wish I could have made a more expansive world, and perhaps played around with the alternate world idea a little more. Ah well. I’ll be taking a few days to make my tile editor better (again)
  • I never made a sprite for the main character and eventually just had a stupid smiling pixel. I need to learn how to do art better. I did some tilesetting a few months ago, but I never made characters. This needs to change.
  • I didn’t have any animated things. I wanted to make the flowers move around, for instance, but I was preoccupied with other things, and worse, I wasn’t sure I knew how. Now, come to think about it, it’s not that hard, but it requires some more abstraction (yay!)
  • The worst bugs in the game were related to collision detection and map transitions, two things that I should have (and could have) done before the Dare. Next time!

All in all, LD was a good experience. Makes me wish I could work at that efficiency all the time…

Halfway or so!

Posted by (twitter: @thedayturns)
Saturday, December 18th, 2010 8:47 pm

Yup, it’s your stereotypical discovering platformer!

What do I have so far?

  • A working engine!
  • 1 sided dialog!
  • A power up!
  • Lame pixely graphics!
  • A soundtrack!
  • You can jump!
  • A screenshot!
  • Insightful dialogue! (Obviously!)
  • Yeah!

What don’t I have so far?

  • Hopefully less than 50% of the finished product!
  • Levels!
  • Sufficient amounts of sleep!

Declaring some code

Posted by (twitter: @thedayturns)
Friday, December 17th, 2010 2:41 pm

This is essentially the collision and camera code that flixel gives you, without flixel. If you have an allergic reaction to flixel, this could alleviate your pain.

http://www.mediafire.com/?8s233o16y181868

Oh man Ludum Dare!

Posted by (twitter: @thedayturns)
Thursday, December 16th, 2010 8:01 pm

This is my first time doing a Ludum Dare, but not my first time doing a 48 hour contest. I really thrive on competition, so I’m expecting to have all sorts of fun! :D

Hardware: An old ASUS laptop… ah, my best friend. And a mouse. Sadly, my external monitor is back at college. Ah well :(

Development: Flash for sure. I started learning Flixel the other day, so I’ll probably end up using that. I could also end up getting really frustrated with the dumb thing and just doing it all myself (I’ve come dangerously close already! ;) . Course the other (huge) advantage of Flixel is that you get to use FlashDevelop exclusively, which is orders of magnitude better than plain old Flash (kinda embarrassing for Adobe, imo). I’ve been working on an old tile editor I made recently, trying to bring it up to speed so I can use it over the competition. It’s here if anyone is interested in using it or hacking on it. I can’t imagine why you would want to, though (it’s pretty far from a generally usable state).

Art: Probably some lame pixel editor. Graphics Gale looks promising. I’ll have to get around to learning how to use it sometime before the competition… :)

Sound: FL Studio. I hear a lot of talk about sfxr, so maybe that too.

Not sure if I should team for the Jam or go solo for the Dare. Anyone out there have thoughts? Was thinking about Jamming initially, but I would like to have people vote on my submission, and 72h seems a bit of a slog compared to 48.

Good luck, everyone!


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