Archive for the ‘Uncategorized’ Category
Doesn’t everyone love those nights where you plan on learning something
or playing around with some code to end up on random tangents on Youtube or other random sites?
Well chalk this night up to one of those nights as it is now 3:00 AM here with nothing new learned.
And with that I leave you a Nick cage photoshop I made:
First, I’ll be doing code. Then, once that frustrates me, I’ll be making the sprite sheets for these cool beasts:
The art style is supposed to mimic mosaics. Yep. That’s the excuse for now. Click here to view the stream~!
This will be my second Ludum Dare, and my first building from the ground up! I only just became comfortable with java, so this will be my first time using it for a game – v- ; . Graphics will be from SAI, Photoshop, Tiled, and Pyxel Edit (a maybe for those last two). No idea how to do sound effects yet, we’ll see if I know by next weekend! Language is, of course, Java. I’ll probably be peeking over at my cheat sheet for the basics during warm up weekend.
I’m starting the stream with some painting, to help with ideas -v – ; . You can catch me on http://www.twitch.tv/redstone_dust !
It’s upcoming only in a month’s time, and I’m shaking even now. I don’t know where to start! I’d love to prepare by using sfxr and making spritesheets in Paint.NET, but the rules say I can’t until the 48 hours start. I understand Game Maker. I know how it’s just like coding but put in a simpler way. But I’d like to challenge myself, and go more versatile with using C# or Java. I’d use ActionScript with flash, but flash’s amtlib.dll isn’t working, and I understand Java and C# better. Programming would be a LOT easier if it was put in a simpler way. It’s like learning a new language, you know the translation but you have to learn the language. I’ve dreamed of doing something like the Ludum Dare, but I need more training! Can anyone bring me to something that’ll help me prepare?
Ontop of all that, what should I use to program it? I have Netbeans, Eclipse, Microsoft Visual Express, Gamemaker 8 Pro, and (I haven’t used this in a LOONG time) Unity.
Develteam is a community for game developers with systems built in to facilitate collaboration.
We make it easy to find, judge, and work with other developers.
We have three main areas of focus for the site: Connect, Communicate, and Collaborate.
We have systems in place to browse developers by their skillset, filtering your options to view only artists, programmers, musicians, sound engineers, writers, or designers.
Part of what helps us connect developers is the ability to upload your portfolio pieces to show your work. You can upload images, videos, youtube clips, audio samples, and other multimedia formats. This helps connect developers, because frankly, who wants to bring someone into their project without knowing what they’re capable of? Right now, it isn’t uncommon to browse Classifieds forums like those found on tigsource, gamedev.net, and /r/gamedevclassifieds. While these are valid avenues, anyone who has tried to go this route knows that it isn’t easy to research all the candidates or find quality people. At Develteam, it’s very easy.
The site itself has some great features. We have a site-wide Forums, a General Chatroom that anyone can access, Private 1-on-1 Chat, social network style Feeds and Walls, a growing list of Game Dev Tools and websites with Assets, a Private Mail system, Notifications, and more.
Whether you’re showing off your personal work, or want to promote a Game you’re working on or finished, Develteam makes it easy to give and receive feedback.
Once your team has been assembled, you can create Game Projects right there on the site. Your game project will be listed in the browse pages. You can set a flag in the options to declare that you’re actively looking for new members to join and what roles you wish to fill. This allows Developers to browse only game projects that are looking for members of a specific discipline. If an artist wants to join a Game Project, he/she can browse an easy to find list of projects that are looking for artists. It couldn’t be easier!
Game projects have a variety of tools at their disposal, including a Private File Depot, a Public Media Libraryfor showing game assets and so on, Public and Private Forums, a Member Task System to keep track of what has been and what needs to be done, and a Private Web-Based Chatroom.
Each Chatroom has features that make collaboration easy: A White Board, Video/Audio conferencing (Webcam and Mic), Real-Time Document Sharing/Editing, and Screen Sharing… All from the browser.
We’d like to see you drop by and we look forward to seeing your portfolio.
Just wanted to share a small arcade game I made for the RetroNoFuture competition a few weeks back.
This game requires 3 or more players, and a microphone. The louder you yell the faster they work. First team to finish their building wins!
You can find it here: http://kanako.dk/clients/fun/WOOORRK!/
It’s that time of the month – oh god, not that. I meant the time that Indie Power Magazine is released. We’ve released a smaller issue this time around, which is due to time management issues. Hopefully it won’t repeat itself, as the magazine was drastically cut in size to make sure quality was obtained over quantity. While the issue isn’t quite as great as the beta issue, there are some pretty looking pages inside, and the Pixel Purge article is a fantastic read, I must say.
I hope everyone enjoys the latest issue, and comes back for more. If anyone’s interested in joining the team, hit us up at contact (at) indiepowermag.com.
Check it out at http://www.indiepowermag.com!
I also copied this from the post for Issue #0, to let everyone know some basic background on the magazine:
“It’s been a while, and many of you might remember me as the guy running indie(Function);. We used to have a magazine, called indie(Magazine);, which was an okay publication we used to put out every other week. However, the team fell apart due to poor organization and my lack of contribution to the team. So, over time, I thought we’d try launching a new magazine, Indie Power Magazine – a fresh new start.
This magazine had to be the last magazine’s quality times 5, dosed with steroids. I think we might have achieved that goal. As an added challenge, since I was the only one left on the writing team, I decided to design and write the entire thing myself. So, after two weeks of work, the 60 page magazine is available for our readers. It launched officially on June 15th, but I haven’t had a chance to get over the Ludum Dare yet.”
The DC chapter of IGDA is doing a Text Adventure gamejam this weekend at the Westwood college:http://sjklevine.com/igda_dc/textjam/
I no longer live in DC, but I thought I’d jam along with them! If you want to join me, I setup a Facebook event: https://www.facebook.com/events/611843362194465/
Recommendations for tools:
(dev wiki) http://choicescriptdev.wikia.com/wiki/ChoiceScript_Wiki
(dev tutorial) http://www.choiceofgames.com/make-your-own-games/choicescript-intro/
(gamasutra article) http://www.gamasutra.com/blogs/DanCox/20130304/187702/Learning_Inform_7_Part_1.php
An alternative for those who think text games might be too boring, and want a meatier game experience while still fitting the theme of the jam, would be to try an “Idle” game:
(candy box) http://candies.aniwey.net/
(a firelit room) http://adarkroom.doublespeakgames.com/
Hey Everyone, I’ve been brainstorming for a while now about a Game Jam idea that I had, and I’ve finally decided to bring it to life, it’s not perfect yet, but it’s up and running, and I can’t wait to get started! Here’s some info.
About Community Controller
Community Controller is a community driven Game Jam dedicated to create much larger titles than the average Game Jam by bringing developers together in large teams to create incredible works in a short amount of time. “The More The Merrier” describes the spirit of Community Controller perfectly. By allowing developers to come into contact with others who share similar ideas and passions, we believe we give them a much better shot of creating a full fledged title than any other Game Jam to date. Community Controller is all about bringing people in the ever growing community of Indie Game developmers together, and about helping people bring forth true works of art in doing so. The Game Jam occurs once every 6 calendar months, and a similar competition takes place within the remaining 6 month break. Both the Jam and the Compo have the same process at the core, the difference being that one gives the developers a chance to earn some cash for there works, and the other is purely for practice, portfolio building, and above all us, to have fun and meet new people with similar interests. Developers (All of those involved.) Can claim full ownership of the works produced, and can even continue those works beyond the Jam itself, with the other’s consent, of course.
If all that sounds like something you’d be interested in, swing on by http://communitycontroller.tumblr.com/ and become a part of the community!
Friday i received my OUYA and started to port Ninja Twins.
Actually the game runs perfectly on OUYA and can be finished at 100%
You can see the video here:
Unfortunately, the engine i’m using(Multimedia Fusion 2) still not have all the options to upload the game for revision.
I thought was complete but when i tried to upload i get an error saying:
“apk is missing res/drawable-xhdpi/ouya_icon.png”
I know the icon must be named exactly “ouya_icon.png” with a resolution of 732×412 and placed at “/res/drawable-xhdpi/” but this last, the directory location MMF2 still not have the option!
BTW, i hope an update adding the necessary to upload the game for revision. While is time to adapt No Time To Stop for OUYA too
I guess you all know that extremely successful Kickstarter Project called OUYA. Yeah, that (indie) console thing Well, you also might know that it got released today and so on.
Soo, that’s where I wanted to ask you, what you think about it? Sure, it got funded with 904% of their goal, what is equals to 8,5Mio Dollars, but I heard many people talking about it and how hard it will fail.
It has 1 GB of RAM and a low-end chipset and it is based on a Smartphone OS. Nothing really impressing, though it will cost only 99$ and has an interesting concept of selling games: Only In-App purchases. Well, my experience with In-App purchases is bad. Too many Freemium games, Coinstores, etc. There are just too many games (I’m talking about Google Play and iTunes) that are really awesome and free to download. But when you are ingame, you have to spend money to win the game. (A Game wich solved this problem excellent was Team Fortress 2.) I am scared that it will be the same on the OUYA since it is the only way for developers to gain money. On the other side, when enough people solve this thing good, it might be cool, like being able to play and achieve everything in the game (in a normal time) without spending money but being able to buy stuff like Hats (Yeah, everyone loves them) and so on.
Long things short,
Do you think it will be a success? Are you going to buy one? And, most important, do you want to make a game (maybe for the Ludum Dare) for it?
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 hate it when this happens. You create this universe. You come up with these characters. You twist this game mechanic and run with it. You end up falling in love.
And you swear up and down that it’s time to move on, you’ll do something new, something exciting and “innovative.” Something that’s different for the sake of being different in some futile attempt to break some hypothetical mold.
And it never happens. Because you’re in love.
Yep, I’m remaking an old contest entry.
All melodrama aside, this is going to be awesome. So awesome, you may want to take a knee.
Oh, wait, it looks like our little blue protagonist already has. Because he can duck now.
Also, I figured out how purple works.
This time around, you’ll be immersed in the universe in the way I had it visualized from the start. You’ll follow a storyline and get to know the characters just as well as I did. You will be tested and you will be challenged and you will like it and you will fall in love.
Oh, and you get a cookie if you remember this guy:
You won’t remember this guy, though:
These vids are old! It’s coming along like crazy. I hope I impress at least one of you guys, because this is going to be the biggest, most elaborate game I’ve ever made.
There’s something slightly sad about the fact that that’s a rare enough occurrence with me that it merits its own post here (especially in the midst of about a billion successful LD entries by others), but the truth is, without Ludum Dare, I probably never would have had the idea for this in the first place, much less actually attempted to act on it, so a big thank you goes to the community at large.
As for the project itself, it’s this thing:
EDIT: The game itself can be downloaded from here (Win32-only, but is known to play nice with WINE).
*(To be fair, it does need a second round of polishing.)
Here’s our prototype, have some screenshots as well (and a trailer at the bottom of this post) :
The game is developed for the french student contest Hits Playtime. It ends tonight, and the projects that gathered the most facebook likes on their page will be selected for the finale.
The point is, we need some right now. Yup, I’m definitely posting it here because we are desperate for likes. So if you feel like it, any like or share would be appreciated ! :3
Thx & lov’y'all !
Hello, Im Jet Spy Dragon and I’m very excited to participate in the next LudumDare. I’m actually working on Game Maker Studio:HTML5. I’m not very good on drawing, but I love to make music and write stories. In the end, I’m very “hobbiest” in everything so I hope to get better and better with every challenge.
Artrage 4: http://www.artrage.com/artrage-demos.html
Paint Tool SAI: http://www.mediafire.com/?gi41fa2i7r12umi
Writer’s website: http://www.everything2.com/ Everything2
So you wanna make a game?
Can’t go wrong with natural language syntax and Python!
http://www.renpy.org/latest.html Renpy Hub
http://lemmasoft.renai.us/forums/ Lemmasoft Forums
http://www.pygame.org/wiki/tutorials Pygame tutorials
http://aiflossgd.blogspot.com/?view=classic FLOSS blog
Ludum Dare is THE nexus for independent game development: http://www.ludumdare.com/compo/
Up to the minute news on games: http://games.slashdot.org/ Slashdot
The following message is adressed to french jammers, that’s why it’s in french
Salut à tous,
Dans quelques jours se tiendra une game jam en ligne (type LD donc) à l’occasion du salon Geekopolis qui se tient à Paris fin mai.
La game jam, elle, a lieu du 10 au 12 mai (oui, vendredi prochain) et il reste des places, alors n’hésitez pas à vous inscrire ici : http://gamejam.geekopolis.fr/?p=inscription
Les projets sélectionnés seront invités à venir à Geekopolis pour présenter leurs créations au public et peut-être être récompensés (http://gamejam.geekopolis.fr/?p=workshop)
Vous pouvez participer en solo ou en équipe, alors n’hésitez plus, inscrivez-vous !
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.