About Fenyx (twitter: @@fenyxofshadows)
Ludum Dare 26
Ludum Dare 23
Ludum Dare 22
Ludum Dare 21
Ludum Dare 19
Archive for the ‘LD #23’ Category
First of all, the post-compo post… I now give a gigantic THANK YOU! to all of those who played and enjoyed my game! I loved seeing the feedback, both positive and negative! And yes, a very heavy update is in the works!
Anyway, onto the post-mortem post… It seems that I wasted quite a bit of time playing the game instead of working on it… This seems to be a common problem of mine… I didn’t work on graphics that much, other than the bullet which is shot by the enemies… Sound was simple, but complete… I should have had more layered sound effects (like my LD21 entry), but I didn’t… All of this links back to my initial problem. I just turn out too lazy at the wrong times… My choice to use GameMaker 8.1 was not a bad one, despite the LITE logo appearing in-game, I was able to use something that I knew the ins-and-outs of, so it was easy to translate ideas to code.
Now, the post-judging post… My overall score was 3.04 (#392 of 1402). This seems to be an average score, but it’s actually my best overall yet! As always, I have one score that is much higher than the others, and this time, it was fun, with a score of 3.46 (#113 of 1402). This is the highest score I’ve gotten for anything except Community in LD19 (which really doesn’t count too much). As far as the bad goes, the scores I got under 2.5 (average) in were Humor, Innovation, and Coolness. I wasn’t trying to be funny, and I got lazy with judging… The low Innovation score is something that I seriously need to work on for the next LD. I did a shoot-’em-up because they’re easy and quick to program and have some relevance… However, I wasn’t very innovative at all; the only slightly unique thing I did was allow the player to switch directions, which pretty much carried the entire game… Had it not been for that, I would not have scored as highly in Fun, judging by the comments. I should have done more as far as thinking outside of the box.
Anyway, thank you all for the playing, the competition, and the fun! I hope to see every single one of you in the next Ludum Dare!
Here’s my game!
This makes my 4th competition entry!
That’s a timelapse up there!
Here’s my lunch.
I added several things, and spiffied up the graphics a bit.
Well, I have a boss, a new enemy, slightly better graphics, a title screen, a bomb, and particles everywhere. Also, I still have sounds for everything like a baws. Also, high scores are now saved.
New executable is available here.
Sleepers for me, and for you, you get a new screeny
and an executable file
I put some placeholder sound and music in and slightly improved the background and the sprites.
Doesn’t really look like much, but I have my concept and my engine down.
See, instead of a tiny world, you are a tiny girl. That’s the plan here. You get down into the tiny places, and this level I’m planning on having a flower as a boss. It’s a side-view shmup engine with the direction switching of DeathSmiles, the camera moves around the room and the objects stay in view and treat it as a different room entirely.
Let’s see… this will be my 4th LD…
As always, because I know nothing, I’m going to be using GameMaker 8.1 for programming. I will be using SFXR and Schism Tracker for sound and music. I will be using Paint Tool SAI and Paint.NET for graphics, and the game will likely be 2D because that’s just easier to program, especially with GameMaker.
I hope that this time my game is actually fun…