Just checking to see how this works.
A technique specially made for the needs of games made for the mobile devices (also for the games using multitouch technology)
If you were planning a set-up of of a best ergonomical place for a joystick, but also to make sure that it won’t cover up a lot of usable space of your game’s screen, (or just the gameplay’s screen), then… go for a beer it’s a waste of time.
A short film will tell you more than a 1000 words.
Joystick doesn’t disturb, takes over the screen, it is not right or left handed either, it is … where you want to be.
team something beautiful
For all those who don’t know there is a game jam starting tomorrow where you have to make an 80′s Cyberpunk inspired game based on a theme that can be voted on right now. The jam lasts form the 1st of March to the 10th so there’s plenty of time, even if you miss the first day. There aren’t any restrictions on platform/Os and you can work solo or in any size team.
The website can be found at http://itch.io/jam/cyberpunk-jam
More information on other upcoming game jams can be found at compohub.net
There is a youtuber called Ctrl+Alt+FaceRoll and he reviewed a couple Ludum Dare games, and reviews lots of other indie games! Go check him out! Give him a like or even subscribe, he hasn’t got many subs but that can change! He is quite funny and his videos are of surprising quality!
P.S. No he didn’t ask me to advertise him :3
For my first ever LD event, I played it safe and used a concept that I had been thinking about at the time, rather than make up a new idea on the spot. This idea was to make a little robot that had to get from one area of a lab to the other, using equipment that the player places within the level to get from point A to point B. (Sort of like Lemmings meets the Incredible Machine, or Kirby Canvas Curse in spots.) Simple enough in concept.
What went right:
~Using a limited palette helped out when making the art. Rather than muddle about with what color something should be, I already had two sets of colors separated for the FG and BG and simply selected from combinations of colors with 4 shades. Metal? Make it a cyan blue color. Need a reddish color? Make part of it orange to make it look lighter than red. Etc. Etc.
~Likewise, using a gameplay style that doesn’t require player input at all times really helped with making the engine. I didn’t have to focus on whether or not the player would be at a certain running speed, because speed was constant. All I needed to worry about was making sure that placing objects was smooth and wasn’t a test in frustration. It worked exactly how I wanted it, so no real complaints there. Collision with walls could have been better, but oh well.
~My idea to stream myself working on the game proved itself useful in motivating my to work on the game. I don’t know what it was about it, but I just felt REALLY motivated while doing so. By day 2, I already had almost all of it finished. From a gameplay standpoint, the engine was solid and working properly. Graphics wise, I was completely done. All that was left was to polish and work on the levels. This was really where I believe the problem sets in…
What went wrong:
~The problem with a game like Lemmings, or The Incredible Machine, is that you need to not only need to think of levels that are clever and challenging to get through, but they also need to be fun and allow the player take whatever path he wants to try and beat them. For example, there was a level that used bouncy springs to launch you over pits. If you placed the first spring a little to the right, you’d only need to place down one other spring in the location the robot lands. However, if you placed it a little more to the left, then you’d need another spring so that you could make it all the way.
~I also mostly kept to only programming while streaming. While this may seem like a problem, and I DID stream throughout almost ALL of Day 2, I took breaks to do things that I should have taken care of before the event started. (Things like chores, and other boring things)
~To top it all off, Day 3 was held up by a real-world event. An hour of work was lost for nothing more than seeing a bunch of parents act worse than elementary school students. I could have stayed home, but I went because I wanted to make sure my mother was not in any danger. (The fight that went on was apparently supposed to get violent, and I didn’t want my mom involved.) Day 4 was also delayed for another hour of work, though this delay was actually important. (College application work.)
~Night of Day 4 rolls around. I’ve been struggling to write up creative and interesting levels for players for the entire day. The time starts drawing near. I decide to cut my losses and just publish the game with less levels then planned. I hit compile in Game Maker 8, and it starts slowly compiling. I get the file uploading sites ready to upload the game and I start working on a post for the LD site. I check the program, and it’s hung. I wait around to see if it’ll start back up, but it doesn’t. In fact, the program crashes and I have to open it back up. By the time I got it to open (PC lags when opening things), it was already too late. 11:59, and already well on the way to 12:00. It was at this point that I just quit. It was clear that it wasn’t going to work in my favor.
However, I’m not going to let this get me down. I’m going to take the time to actually finish a demo for Paintshop Panic, and release it in due time. In the meantime, someone told me about this site called CompoHub, so now I can be informed about future jams and events. Going to try for Cyberpunk game jam and One Game A Month in March, and hopefully I will be available to try and tackle Ludum Dare in April. (Provided school doesn’t get in the way.)
I’ve been working on a project for the past few weeks to allow for quicker procedural audio generation within the Unity engine. I wanted to share my current progress with the LD community to get feedback and hear any suggestions guys might have. Check out a video demo of where the project stands if you’re interested in giving me whatever feedback you might have. Or here’s a link to the current build in the video description if you want to check it out for yourself.
Looking forward to hearing what you guys think!
Infinite thanks to John Gavin Polson who was nice enough to post about my little Gaming Cockroach on IndieGames.com
Download the game : http://www.ludumdare.com/compo/minild-49/?action=preview&uid=31786
My game Cosmosis was created for the Mini LD #49. Little did I know that a short time later, it would be reviewed by John Polson of the Weblog Indie Games.com! I don’t know what else to say. Apart from thanks for all of the support and feedback :).
You can read the review at http://indiegames.com/2014/02/freeware_pick_cosmosis_the_upg.html
And you can download the game at http://www.theupgradezone.com/cosmosis.html
Thank you to everyone
P.S. I think I fixed the never-ending bug.
I think I’ll take a break from my usual playing schedule to play and comment some games from MiniLD 49.
I guess there’s some great games in there, as I didn’t have a chance to try them up to now, I’ll just do it tonight.
Did YOU already play something? If not, why not do it tonight, too ?
The Running Dead working on OUYA!
You can see the first 5 levels of the game.
Ever wanted to make a profit off your games?
well now you can! All you need is a PayPal Account to receive money! Currently there is a free 1 month trial for the website because it is still in beta mode and not at its prime. After the trial it is only a $5/Mo subscription fee… BUT if you are one of the first 100 users to join and stay with us, you will get a lifetime free Developers membership. We are also offering those who advertise mioti.org a lifetime free Developer’s membership as well. That means PURE PROFIT!It is hard to be an indie game developer and not make money, and all us developers know that, but with Mioti, you can get your game advertised on the home page to increase your sales. Sign up today for ABSOLUTELY NO COST and start making the money.
Well, a while ago I posted about GreaseMonkey’s awesome tool. I had some spare time so I worked a bit on it trying to get it more configureable. I packaged it into a .exe for those who don’t have Python and together with it a batch file to read the instrument files I made (most are GreaseMonkey’s original instruments) to easily configure your music.
As usual this is a work in progress, any suggestions are welcome
Download it here (.rar 2.5mb)
You can also get the direct Python version if you have python 2.x installed properly
Also you can check the project on my site for no reason, but there are some samples there
If you make any awesome new instruments I’d love to see (hear) them…
The updates today include a high score table and additions to the heads up display. The high score table is currently local with no plans to create an online ranking system.
The heads up display now contains a full level name in place of the previous bulky stage number. There is also a brand new bonus gauge. The player now gets points for how long it took to catch the dog instead of a flat 25 points.
There is a still a lot of work to do including more types of obstacles and other little touches. Keep checking back for updates and leave feedback in the comments below.
This was cross-posted from my development blog at wally2069.blogspot.com
Time to write a post mortem for Gaming Cockroach.
“Non human player” did not click with me. I grew up with the genesis and the super nes, and quite a lot of my favorite games are staring animals or at least anthropomorphic animals: non human player is not a constraint but a given in my mind. I guess I could have done a puzzle game, but the truth is, I don’t think I could pull out a working puzzle game over a weekend… So the last idea was doing a game that was not intended to be played by a human; I thought of different things, like making my cat play with my tablet or doing some video analysis from a webcam (poor man kinect) to make you play with a plush… And it was terrible till I get an idea : I was looking to add an interface outside the game (a cat, a plush, whatever), but it could easily be done inside the game. So I started doing some 3D model of a nes gamepad.
What went wrong?
Well, I got lucky with this one: the development went right and I only got a few quacks on the road:
- Tetris is harder to clone than I thought and the result is kind of cpu demanding. Of course any modern CPU will make it run smoothly, but still, its heavy for a simple tetris.
- A real 3D approach would have been better that this pre-render thingy: took me a lot of time for pretty much nothing.
- I should have taken the time to make my own graphics for Tetris instead of using the classic Nes version. It’s not hard and I might even have learned a thing or two.
- At last but not least: don’t suppose everybody thinks like you do. To my surprise, some people did not understood that the cockroach could jump or fly, but it’s true that it’s not written anywhere. I should have done a small, one page, tutorial consisting only of a few drawings.
What went right?
- Since I saw small, I could put everything I wanted in the game (or almost, cause at the very start, the idea was to play a mouse and to have a cat wandering around randomly…)
- The result: I wanted to do some playable yet unplayable game, just to see people raging. This goal was perfectly achieved and I’ve had some fun watching my friends loosing.
- Balance. For the very first time, I’ve had time to tweaks value so they achieved some kind of balance. The fly is timed so you’ll drop on the start button, the speed is timed so you can only do 3 action time (move, rotate and then re – move)… And overall, it seems to do what I want :3
- The konami code and the flappy bird clone made people laugh ^^;
For my third game, I’m quite satisfied with the result, and I can’t wait for the next jam ^_^.
I’d also like to thanks everybody who played it!
Like many others, this was the first miniLD/game jam I’ve participated in, although I had thought about joining one before. This time though, I didn’t even know there was a miniLD going on : I just jumped in friday at about 3:00 pm when I read about it and started planning out what would be my future game. In a way, I think it was more motivating to simply jump in and do it without thinking about it too much.
The Wandering Treant is a 2D sidescroller in which you, the treant, must find the nutrients you need to survive in a polluted forest. But beware, for you will make a tasty snack for the many beavers lurking around. Rumor also has it that lumberjacks are on the lookout for firewood and that they watch for unusual animal behaviour to find your trail. I might have put a little bit of my canadian heritage in it.
In short, it is a 2D sidescrolling puzzle game. You need to get to the “win zone” and set your roots there (to absorb the nutrients) while avoiding beavers and lumberjacks (or at least prevent them from chopping you down).
If any of you are interested, you can check it out here :
If you do try it out, I would like to know what you think about the (few) levels I’ve made !
The game technically only features three levels (the first one serves only to show you one of the mechanics). I’ve spent hours (basically all of Sunday) designing levels that weren’t too simple, some of which I’ve had to scrap in the end because they never worked the way I wanted them to. Silly physics ! However, I’m still pretty happy about both the result and the competition itself. It was a great learning experience. It was humbling and fun. And I still feel motivated, even after the competition. Too bad I have a weekend of homework to catch up to
Until next time !
I have polished of my game for MiniLD #49 just a little bit more.
One has the ability to pickup powers such as SlowMo power. This power will be very helpful later on
when the game is getting to difficult.
Also, I have created a video for those who don’t want to play it.
PS: You are really missing out.
Video URL: Electron – Trailer1
URL To MiniLD #49 entry: Play Game
So, this has been my first Ludum dare and I’m actually really happy with what I was able to come up with, I hope you like it!
Hey there! Check out my MiniLD/FlappyJam game “Fade to black”, an atmospheric endless platformer.
Please check out ArkBurst, a collaborative project between my studio Dobuki and Derail’d studio for miniLD #49 jam. I worked on the code and they did the art, level design and music (Ryuno is the composer). It’s a brick breaker and the player is the ball!
Gotta say, my projects look a lot more polished when I don’t draw the art myself ;-P