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Archive for the ‘LD #22’ Category
100 Games Rated – Statistics So far
Just hit the 100 game mark (still, far short of the 25% goal i set for myself) so i’ll post my statistics so far. (note: I give up on trying to properly align columns of data in wordpress, so this post will look a bit messy)
Overall Run Stats: The percentage of entries i was able to sucessfully get running and score
56%
WINE Stats:
Entries with only a windows or OSX binary (requiring me to use WINE to run): 41
Entries that sucessfully ran under WINE fully enough to test: 10 (the vast majority of unity, gamemaker, and XNA games do not run, almost 100% of the windows games that did run were developed from scratch)
% of windows only games that sucessfully ran under WINE: 24%
Entry Platforms: This number indicates the percentage of entries that had a client specific for that platform.
windows - 53%
java - 19%
flash - 16%
OSX - 15%
linux x86 - 13%
HTML5 - 10%
linux x86_64 - 8%
android - 2%
python - 2%
love - 1%
Sega Master System - 1%
Games I was able to run by platform (excluding OSX, and windows is included in WINE stats above)
Sega Master System - 100% **
android - 100% **
flash - 100% *
HTML5 - 80%
linux x86_64 - 75%
java - 68%
linux x86 - 62%
python - 50% **
love - 0% **
* while everything technically ran, flash gave me more bugs and performance problems then all other platforms combined, but not unusual as I run the 64 bit build
** sample size far too small to be meaningful
Edit: oops, almost forgot, these so far are my favorites of LD22, in no particular order
Friendly Reminder
Start from the TOP of this list!
http://www.ludumdare.com/compo/ludum-dare-22/?more=1&sortby=rate_in&q=
^
Just sayin….the vast majority of games have 10-15 reviews tops, while a small block of popular ones are up in the 80′s-100′s
My Picks – Favorite games so far
Some of these have a pretty low number of ratings and i’d hate to see them completely ignored. I’ve basicly been randomly picking games with a low number of reviews that I can actually play and rating them, so far these are the best games of LD22 (in my opinion, of course, but I suggest others try them out as well)
I won’t bother posting already well known ones, just ones here that are still relatively unplayed.
48 Hour Compo Games
“Cave Wanderer” by Greasemonkey
“Soloing” by Goldendice
“Sinkhole” by Shaun Inman
“The lonely island” by Bezza
Jam Games
“Ancient Rover” by tnelsond
Robot Armageddon! – Postmortem
http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=7131
First Ludum Dare for me, i’ve been meaning to join in but always ended up busy during the weekend it came up…though even this weekend was no exception. (was out of town most of saturday) Interesting experience though, I don’t think I’ve ever rushed quite this much to write anything….normally at work we’d have at least 72 hours to finish a major project
Overall I was pretty happy with the results, I’ll be honest in saying that the theme was total bunk, it’s too vague of an idea and 99% of the games in the list (mine included) are stretching it about as far as possible to make really anything work on the theme. Would be nice in the future if themes were limited to physical objects or gameplay mechanics. /minor complaint
What Went Right?
- Time : I picked an idea that I had more than enough time to work on with my additional constraints, it was a little close at the end due to all the things I did wrong… but I didn’t really have to rush to get done (though i did have to cut back on how much artwork i did)
-Choice of api’s: I’m glad I picked SDL to use, as I’m very familiar with it, and sticking with plain old c++/SDL let me take quite a few “shortcuts” I wouldn’t have known in other languages. (bad if this were a real project, but good for saving time)
What Went Wrong?
- sound & art : I’m not COMPLETELY unskilled with sound or art, but it does take me forever. In retrospect I should have just shot for super low res and claimed it “retro” styled instead of using the higher res that I did, which, in not having time, led to a very messy, poorly drawn look
- porting: I didn’t realize that ports were allowed to happen after the deadline, so I wasted a good 4 hours of my 20 actual hours I had to work on my entry trying to get the windows port to compile properly (turned out I needed to upgrade mingw’s toolchain, mine was too out of date for the SDL build i was using)
- tools: I should have choosen tools ahead of time, i didnt even think of sound or music till I was nearly done, and at that point i spent a good hour or two of my precious dev time installing lmms, sfxr, and learning how to use them.
Also, here’s a nice set of videos of gameplay and my dev timelapse.
Music Generator
For anyone else who sucks w/ music like me, I found this….since my compo entry basicly plays like robotron on crack i’m SOOO using this.
http://wurstcaptures.untergrund.net/music/


