Archive for the ‘LD – Misc’ Category
I put a little script together you can use for faster / more convenient slauthering.
It’s rather simple: Voting by arrowkeys: up = google it, left = good, right = bad, down = slaughter!
To use it, install greasemonke in your browser and install the script:
Enjoy & Happy Voting
I was thinking that Charity Game Jam is a great opportunity to practice for LD 28 and also get some hand on experience with Unity 4.3′s 2D toolsets so I didn’t wasted much time yesterday morning and started to create my art assets. Things didn’t went smoothly though as our ISP went Boom early in the morning and the lack of Internet was painful.
Fortunately this morning the service risen from it’s ashes and I can give you this small update on what the hell I’ve been doing so take this piece of art [notes: don't get your hopes up people, I'm not an artist, but I can tell I'm not alone by browsing some past Posts :3 ]:
For a long time I’ve had plans to create a game engine entirely based on cellular automata which is universally applicable to different game genres. Somehow I never got round to it, until now.
Cellular automata (aka cellular spaces or CA) are found in various games. For example, games like the powder game and sand physics games can be built using CA. It can also be used for simple fire and water physics, as is for example found in Minecraft.
There have been several attempts at CA game engines that I know of. There is Rocks ‘n Diamonds, which is a sort of ultimate Boulderdash clone where you can define your own rules, Hacktile, which is probably the closest to what I want, but is very old and seems to have been abandoned, and the recent Puzzlescript, which looks like a promising project, but not targeted toward action games.
I created my own CA engine called CellSpace, which is just now in a state that you can actually define a complete game with it. It still has many limitations, but in the spirit of “release early, release often” I released a first version with a tutorial and two example games.
As an example of how it works, here’s how you specify falling and rolling boulders, Boulderdash-style:
The 3×3 grids represent 3×3 tile areas on the screen. Left is the pattern that it tries to find on the screen, and right is the pattern it rewrites to when it matches the pattern on the left. Black squares indicate “don’t care” values, grey ones indicate an “empty space” tile, and the boulders represent “boulder” tiles.
At this stage, you can define a game using a textual language called CellScript. I’m still experimenting with the engine’s expressive power vs ease of use, but I already found the current version enables easy creation of various interesting game mechanics. Ideal for whipping up a prototype of an original puzzle/action game.
OK… now I have this little idea involving fish and CA style water physics, so let’s see if I still have time to create a shark game for MiniLD #46 with this engine!
Available for free on the GDC Vault. This is an incredible (and sadly missed) magazine. I recommend any aspiring, hobbyist, or independent game developer peruse through this archive. Many insightful articles for all fields related to game development.
I previously wrote about how you should subscribe to this magazine. Alas, the magazine is now gone, but you can read everything in PDF form.
After the great inspiration I got from Hackfield, I started to plan a bigger sequel. There are only some simple feature ideas, but I hope you like even this one (even though these are just plans)!
2041. Years before, the biggest panicwave in humanity’s history have spread all over the world. After this event – that is known as the Anubis Incident – the United Nations have remade the architecture of the Internet by completely changing the security system of the New Age Protocol.
Needless to say, that it makes recovering way longer – but finally, they could implement their final plan: reorganizing the whole internet. Now it’s called „The NetField”, where computers are available only through governmental nodes.
Surveillance of people have reached a level we’ve never seen before. The NetField is fully censored and controlled; everyone who uses it is not able to get informations that is not allowed by the governments of the world. They try to cover it with the depiction of a perfect world (Utopia, as they call), but the truth is that the gap between working people and leaders is increasing.
Resistance expected that the Anubis Incident may help to take over the world and starting everything over – but the Center was quicker. With an unkown power that makes governments stronger, security forces could save and conquer almost the whole computer network of NAP.
The resistance couldn’t escape this time. A lot of them are already dead. However, Hackfield have survived the chaos, and stayed up-to-date until the born of the NetField. It dissapeared then…
- hub of computers
Hackfield acts like a special browser that allows you to manage inside the main architecture of the server you are connecting with. By this, closed connections are available, and even though it’s a bit harder, you can contact with computers that are not connected to the NetField – indirectly, every computers are available through the NetField, since the incredible amount of WiFi systems.
- specialized targets
The computer name generator of the original Hackfield is on a great way of being fixed and improved. To make it sense, all kinds of computers are gonna be custom. Every computers are going to have different memory map size, difficulty, variety of used tools and custom access-ports, files, softwares etc. on them.
- manipulation of the world
Change variables in access-ports to make people pay attention in real life for your actions! Close doors, turn connecting systems on and off, change text of monitors, send messages throughout real life, and so on – but be careful, before you are becoming disconnected!
Low-level systems? Low-level operations! Use the WiFi system that covers the whole world to your own advantage! Hack WiFi stations, check the list of available devices, and manipulate smartphones and cars!
- thousands of records and e-news
Don’t forget: this is a living world! While the hours and days you’re spending on the NetField, event happening around the world. Follow them through various news portal, or read the historical event that happened since and before the Anubis Incident!
This is only my second Ludum Dare, and it’s been awesome. The LD website itself is very nicely done, too, however I think three features would be absolutely great:
I would love to be notified when someone replies to me in a post comment, but perhaps more importantly, it would be nice to receive some kind of notification if something happens in a game’s comments where I just posted/rated. The criterion for notification in these cases could be as simple as looking for the presence of an @username substring or something.
Notifications wouldn’t necessarily have to be by email – just a page listing them would be enough for me.
Flagging / Reporting
There are “entries” that should be removed by moderators, such as this: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=27569
It would be nice to have a flag button.
Sorting Order of Reviewed Games
This is a minor one, but it would actually be quite useful. Right now, the list of games you reviewed is in no particular order. This makes it very hard to find them again. It would be cool if they could be sorted by timestamp of review, or if that’s too complicated, maybe alphabetically.
These two times I’ve participated in Ludum Dare have been awesome. During the compos, I’ve learned a lot about making games, as well as handling the limited resources involved. After the compos, I’ve had the chance to play awesome games made in such sort periods of time. But the most heart-warming thing is that I’ve got such great feedback, especially about the music I’ve made. That’s really something I appreciate, and I want you to know. Thank you!
Truth be told, I’ve never played my music for anyone and I have made it mainly for my own entertainment. As I’ve got so good response from you guys, I decided to throw the LD tunes – and some others as well – to SoundCloud for everyone to listen to. I hope you enjoy those tracks as much as I’ve enjoyed creating them, and please, feel free to share! I’ll keep uploading new tracks as I do them.
The final thing I wanted to say is that if you have a game project, a media production or anything that is in need of a soundtrack, let me know. I have some spare time left and I would be more than happy to make music for you guys, be it free or commercial project. You can send me e-mail to themanabreak (at) gmail dot com, or send a SoundCloud private message (or at TIGSource, I’m ‘manabreak’ there).
Again, thank you for your feedback and support. You’re awesome!
(Psst, my LD27 entry is Beyond Hope )
This weekend was pretty fun. It was my first time doing something like this. I had a lot of crazy ideas at the start, but I knew I had to play it a bit safe if I wanted to get it finished. So while, innovation was important, it took a bit of a back seat to the rest of my goals.
In the end, besides the primary goal of completing the game, I also wanted to make it fun, challenging, and rewarding – hopefully most of that shines through this relatively unpolished piece. The main personal goal for entering this competition was to force myself to learn some new things and try out some techniques to add to my arsenal of game development. I capitalized on that aspect as well. I am happy with the result for these reasons.
HTML5 is great for these kind of competitions because I had people playing and testing while I was developing all simultaneously. I think that sped up my development process a lot. I was originally going to try out Phaser, a recent HTML5 game engine, but was having a lot of issues with physics and collision. In the end, I decided to do it from scratch and the result was a lot smoother, but I definitely wasted a bit of time testing Phaser and then coding my own systems. Time which could have been spent doing some of the stuff below.
If I had more time, I would of fixed up some of these things:
Better Internet Explorer 9 & 10 Support
Foolishly, I assumed IE9/10 had nearest neighbor scaling for canvas. I was wrong!
I know I wanted to use some pretty advanced jumping physics. I got most of it in, like arcing, imprecise corner jumping, corner boosting, friction, dynamic jump heights (based on input); however, on smaller jumps the arcing isn’t noticeable or effective. I would also perhaps like to implement jumping momentum like in Super Mario Bros 1/2/3 where your jump forces you into a direction a bit more so you can’t just stop dead in air.
So quiet… we need some trashy chiptune stuff going on! Sadly, my skills are quite lacking in this department.
While there is a decent amount of content for a 48 hour game, I would maybe like to push that more. More power-ups, more block types and mechanics, better randomization/templating. Who knows, maybe even some real enemies?
It’s an HTML5 game, right?! So, ideally, with some more time I could of added some touch controls for this to work on mobile and touch devices.
All in all though, I’m very pleased and look forward to the next Ludum Dare! Who knows, maybe I will expand on this one after all.
I had a great time with LD#27. This was my first, but not certainly my last.
Unfortunately, I ran out of time and forfeited about 3 hours before the compo was over. :-/
Here’s some helpful tips that I learned – some of them are real no-brainers:
Know your language. (DUH!)
I chose my language based on the project idea. Unfortunately, I chose a language that I wasn’t familiar enough with to be proficient in the given amount of time.
Have a couple of languages and frameworks under your belt. (DUH!)
See previous tip.
Practice before the compo. (DUH!)
Take the week (or two weeks) before the compo to practice coding in your best languages. I got marred up in things like XML parsing in the language I was using.
Know your tools. (DUH!)
See previous tip. If you haven’t used (insert tool here) in a while, spend some time to re-familiarize yourself with it.
Be prepared. (DUH!)
Don’t spend the first few hours having to install software or setup repositories. Set that up before hand. This is something else that was a big time suck.
Do all your errands before the compo starts.
Again, this goes back to being prepared. Run your errands, stock your pantry, do your laundry, etc. I had to run buy groceries and household supplies during the compo. It ended up being more of a time suck than I thought.
Don’t plan anything else during the compo. (DUH!)
I ended up having something pre-planned before entering the compo. Again, it was a big time suck. Also, I was unmotivated to code afterward. So much time lost with this one.
Go outside for a bit to clear your head – or at the very least, step away for a while.
For those that have a day job, take time off.
If you can, take off the day before the compo starts and the day after the compo ends. Take the day before to prepare, run errands, etc. The compo also got my body out of sync with my normal schedule – late nights and 4 hour sleep schedules. Getting up this morning was a real bitch. Take the day after to get back into sync with your normal schedule.
Hope everyone had a great time! See you on #28!
I’ve come this far:
The engine is about completely done, now all I need to do is add content and tweak some stuff around and it’ll be a game!
Feeling good about it, my goal was to have it finished for the compo of course, but things considered ‘bad’ happened, and now ideal shift.
I send a “Well done!” to all of you that have finished for the compo!
During the last week I wrote an experimental sound library in flash.
The main idea is to make the use of sounds and music in webgames more dynamic.
And thanks to that much more interactive then before:
Not just the old ‘play/pause/stop when x’, but ‘faster/higher/deeper/more notes/less notes/new instrument when enemy x nearby’ etcetc. The possibilities are only limited by your imagination (and RAM).
Here are some features:
- Load sounds and arrange them in “instruments”, set volume , pan, pitch
- Play midi files (not supported in IE, sry)
- Change tempo of midifile in realtime, synchronize it with … whatever you like !
More detail on github: https://github.com/herrlustig/00_DynSoundManager
But note: it’s still in an early stage, so use it on your own risk.
Naturally I will use it in my LD27 game as a reward for all the hard work
LD26 was my first time participating, and it was awesome! Inspired by the awesomeness of the community (and partly because I want to see more C# devs!) I went through my personal projects, re-wrote the code and commented it thoroughly. The result is LDLib!
LDLib is a small and simple framework for making games with C# and OpenGL. It handles all the rendering, it features a scene graph and uses BEPUphysics for physics simulations. It’s all free and open-source.
At the moment, the code is still missing some features, but I will update it along the week as I can spare more time. I will (at least) add text rendering, GUI and embedded resources support before the weekend.
Oh, LDLib can be found from: https://code.google.com/p/ldlib/. Have fun!
There are a lot of different development options, and languages available. In general the LD community is a very open community in terms of supporting developers who use this tool and that tool. But I was wondering what you as a developer thought of writing games in a vm environment vs in a native environment. C or C++ vs Python or java type debate, but I am not debating the languages themselves as much as i am debating is a vm really that slow to be annoying for writing games, or is the bonus of ease, and data types, enough to make it worthwhile.
More things to think about
- Is a vm great for small projects, or can it do well in big projects?
- do you support games in a vm less than ones written in a language like c?
- one word, consoles. How does vm vs native work there? DS, psp, ps vita, xbox, ps3 included
Your opinion is valuable, and this question was sparked by a debate between me and someone else.
I made this utility about a year ago and all but forgot about it until today, when I was browsing one of my memory sticks to clear some space. After rediscovering this project I decided to update it a little, and release it.
Basically it generates concepts by combining words from different word lists: eg, Colour plus Title might output “Red Queen”.
This can be useful to come up with names for your games, your game characters, or themes to inspire or stimulate your imagination. The combinations are sometimes funny as well. Here is a sample…
Play with it, use it, give feedback, or help to expand the program by creating/sharing your own word lists.
I’ve been missing some good statistics on what browsers/operating systems the visitors of Ludum Dare use. Therefore I thought I’d publish some stats I got on the players of my game Stalker
I was a bit vary when selecting the vide angle view on the game, which now measures at 1024 pixels wide, since I thought it might not play very well on a mobile phone or netbook. But it turns out I didn’t need to be, since mobiles and small screen sizes aren’t very common.
Another worry I had was the no-support for Internet Explorer. Even though Windows seems to be the dominant OS on Ludum Dare, Internet Explorer certainly is not the dominant browser.
Here are the numbers and graphs, extracted from Google Analytics:
Windows 73 %
Mac 13 %
Linux 12 %
iOS 2 %
Chrome 56 %
Firefox 35 %
Safari 5 %
Opera 3 %
IE 1 %
Players by Country
United States 23 %
France 19 %
Germany 9 %
United Kingdom 7 %
Spain 6 %
Finland 4 %
Australia 3 %
Canada 3 %
Italy 3 %
Russia 3 %
Belgium 2 %
Switzerland 2 %
Ireland 2 %
UAE 1 %
Australia 1 %
1920×1080 31 %
1366×768 14 %
1680×1050 13 %
1280×1024 12 %
1440×900 7 %
1920×1200 6 %
1280×800 5 %
1600×900 4 %
2560×1600 2 %
768×1024 2 %
1024×1280 1 %
1360×768 1 %
1400×1050 1 %
1600×1200 1 %
11.7 70 %
11.6 17 %
11.2 7 %
10.1 2 %
10.3 1 %
11.0 1 %
11. 1 %
11.4 1 %
Yes 83 %
I had this idea after the LD26 …
“I ask myself if anyone did download the sources of the game to learn, mod it and have fun…”
So i came up with this, a proposition for all who want to join this Dare. A Ludum MOD Dare.
What is it?, simple.
After decided a theme for the Dare (and put a date), anyone who want to participate must.
1-Select a game with Sources published for the LAST LD (LD26).
2-Mod the game to match the new theme.
3- Post it! (and give credits to the original author to).
The Mod will be evaluated with this terms.
- Affinity to the new theme
- Closeness to the original game (more similar to the original, better)
Hello, LD community!
This is my first post out there, albeit not my first participation, as I’m in LD since the april of 2012.
As we all see, activity dramatically raised here since the last LD and I think it will keep like that. Looking at infographics for LD and seeing how the time to rate every game in LD dropped to some 5 minutes (assuming 4 hours per day), I was surprised by the fact, and also remembered that there is an actual problem for getting ratings for every game in LD. Last time, even my own game didn’t get enough (but that’s more because I didn’t actually care and didn’t rate other games as well — had no time back then). So yesterday I thought about ways to make the rating of games easier anyhow, and here’s what I came up with.
I’m excited to be getting my stuff out there! Dream big!
I wrote a little crawler that scraps pretty much all of the data for each entry of ld26 (compo and jam). I provide a simple search-interface and an API if you want to do data analytics. The search interface let’s you do simple keyword search in the title and description, filter by user, filter by link label (e.g. web, desktop, etc.), and other fancy things. I’ll provide info on the API tomorrow, to tired…
I wrote this for various reasons. For one, i wanted to know how many entries are using libgdx. I also wanted to be able to track comment count history for individual entries. My gut feeling is that one can predict the winner of LD48 within the first few days of voting merely based on the comment count. Finally, i have a little research project going on where i’ll try to rank LD entries based on various characteristics, then evaluate the ranking with the actual voting results.
In any case, maybe this is useful to someone else as well. Source is available here (JSoup, Jersey, JQuery, Bootstrap).