Posts Tagged ‘2D’
So while messing around with the new tools and digging around in the forums at the Unity website I found something I know I’ll be able to use in this coming Dare and if not perhaps in another project. It’s a 2D character controller akin to the 3D one found in the standard assets. I’m sure if any of you have spent the time to scrape the surface of the Unity forums on the 2D topic have found this already, but I figure it can’t hurt to post it here!
And if you guys are curious I found it in this thread:
So a big thanks to Prime31 studios for sharing this great tool with the unity community. I figure it would only be a disservice to not share it here.
Here’s their website:
I want to make it really clear that Prime31 studios get’s all the credit they deserve for this great tool under the Attribution-NonCommercial-ShareAlike 3.0 Unported license.
If you’re curious here’s the simple explanation page for it and the more thorough license page. (both of these can be found at the bottom of the the Github page btw)
simple explanation: http://creativecommons.org/licenses/by-nc-sa/3.0/deed.en_US
actual license: http://creativecommons.org/licenses/by-nc-sa/3.0/legalcode
So good luck to everyone this weekend, and once again a thanks to Prime31 Studios.
This year I’ll be using InCourse® GameCreator. It’s a webbased game engine developed by Islandworks and dubbed ‘GameCreator’. It’s made in HTML5 and such, it will be quite different from my previous entries which were made in C++ and the 3d graphics engine Irrlicht. It’s going to be a challenge to make a game using only 2d art
OS of choice: Windows 8
Game engine of choice: InCourse 2.0 – Gamecreator
Audio: Audicity & Anvil.
I’ll post a “How did I do it” on the end as I did the last times.
Have a great Ludum Dare everyone!
After several failures and setbacks, I’m determinated to finish a game this time.
With a lot more experience under my belt and tons more motivation
I’m pretty sure I still doubt I can make it, but I have to try!
I still don’t know how much work time I’ll have, but I’m guessing I’ll have at least 24 hours, which is enough, I think.
IDE: Komodo Edit (I love komodo, but It’s so freaking slow!)
Platform: HTML5 FTW!
Browser: Chrome obviously! I might test the game in other browsers before publishing, tho.
Os: Ubuntu. I’m still using 12.04…
Engines/frameworks/libraries: I might use any of these frameworks/libraries, but I’ll probably write everything from scratch:
Gfx: Graphics? Whaaat are those?
Well, as I suck at any kind of visual art, I’ll probably make a game with squares, circles and triangles for graphics (probably circles tho, circle collision detection is freaking easy to do). If I ever consider to make pixel art, I’ll probably use Gimp.
File hosting: Dropbox . I can’t live without Dropbox. Seriously, Dropbox. I need it!
Version control: I might try to learn how to use Git until friday. Otherwise…
These are the configurations of my <sarcasm> super beefy computer </sarcasm>:
- 1.8 ghz Intel pentium dual core
- 1 GB of ram.
- Intel GMA integrated GPU (super mega old).
- 500 GB samsung hard drive.
Last, and most importantly, an overview of my SUPER ULTRA MEGA LD 28 VGM PLAYLIST!
- Castlevania Bloodlines soundtrack. Length: 32 min. Commentary: I love Castlevania music and I love FM synths. You can probably guess I love this soundtrack.
- Thunder force IV soundtrack. Length: 96 min. Commentary: I found about this game last week, and I’m loving the soundtrack. The FM drums are specially great! Why people used PCM drums on the Genesis so much? I don’t know, after all FM drums rock!
- Super C soundtrack. Length: 16 min. Commentary: This soundtrack is genius. Seriously! The way they use the DMC channel to play “orchestra hits” is also pretty clever!
- Gimmick! Soundtrack. Length: 28 min. Commentary: This is also a very clever soundtrack. It uses the DMC channel to play bass sound, à la Sunsoft.
- Tower of heaven soundtrack. Length: 16 min. Commentary: I love this soundtrack. It’s not real chiptune, but it really reassembles the limitations those soundchips had. Another thing I love about it is that every song is based on the same theme, so, you hear the same theme and melodies all over the soundtrack. That can be pretty annoying if you didn’t like the main theme, but that’s not my case.
- Castlevania (NES) soundtrack. Length: 16 min. Commentary: A classic. If you’ve not heard it, shame on you! Prog rock FTW!
- Castlevania Symphony of the Night soundtrack. Length: 68 min. Commentary: I LOVE this soundtrack. The two things that make this soundtrack special for me are the sound quality and variety. It goes from metal to punk, then it goes to emo, then t to prog, then to latin music, then to baroque… It’s NUTS!
- Castlevania (NES) full OST piano cover. Length: 19 min. Commentary: Listening to this soundtrack never is too much, specially when so cleverly arranged!
- Ninja Gaiden (NES) soundtrack. Length: 55 min. Commentary: I didn’t play much of this game or listen to the soundtrack, but, from what I heard, I can see it’s awesome.
- Sonic 3 & Knuckles soundtrack. Length: 87 min. Commentary: This had to be in my list. I think it’s already clear to the reader that I absolutely love FM synths. Now, to that FM synth love, add great compositions, clever use of the YM2612 chip, well over one hour of length and the nostalgia factor… I love it!
- Sonic 2 soundtrack (Genesis). Length: 39 min. Commentary: Sonic 2 isn’t one of my favorites, neither is it’s music, but it’s still freaking good.
- Sonic CD soundtrack (Japan). Length: 42 min. Commentary: I didn’t play much of this game or hear the soundtrack, but I know it’s awesome.
- Sonic CD soundtrack (US). Length: 51 min. Commentary: Awesome as the japanese version (stop arguing which one is the best you fanboy!)
- Silver surfer (NES) soundtrack. Length: 14 min. Commentary: This is the genius of the genius. Definetely on my top 5 NES soundtracks. I’m still being completely blown away every time I open the NSF on Famitracker! The Follin brothers used SO many tricks at the same time! They really mastered the art of chiptune.
- Time Trax (Genesis) soundtrack. Length: 27 min. Commentary: The only Genesis game to feature music by Tim Follin. Sadly, it has never been released. But the soundtrack is still awesome. What would you expect from the Follin bros?
- Castlevania Circle of the Moon soundtrack. Length: 23 min. Commentary: This soundtrack is also great. I really love how the GBA is basicaly a portable SNES but with much more horsepower.
- Castlevania Curse of Darkness soundtrack. Length: 145 min. Commentary: Never played the game. Or heard the soundtrack. But it’s Castlevania! C’mon, it can’t be bad!
- Mega man 2 soundtrack. Length: 24 min. Commentary: My favorite Mega man game. Also one of my favorite soundtracks! The songs are rather simple compared with it’s succesors, but I like that.
- Mega man 3 soundtrack. Length: 29 min. Commentary: A great game. I don’t like it that much, basicaly because I suck at it. The soundtrack shows a big technical quality jump compared to Mega man 2.
- Super Mario Bros 1-3 soundtrack. Length: 78 min. Commentary: I’ve never been a big Mario fan, but the soundtracks are great. They definetely have a different musical style. Very cheesy and chill.
- Super Castlevania IV and Super Turrican soundtracks. Length: 74 min. Commentary: Again, a game that I’ve not played much. I just know some songs from it, but the ones I know are awesome, so, I guess the whole soundtrack is great too. We shall see… This video also contains the Super Turrican soundtrack. Never heard about it.
- Mega man 6 soundtrack. Length: 28 min. Commentary: I’ve heard this soundtrack a couple times, I played the game a bit and I know Yamato man is awesome, but I’m still not familiarized with it. What better that listening to the soundtrack to get familiarized with it?
- Mega man 9 soundtrack. Length: 44 min. Commentary: I’ve heard this soundtrack a dozen times or so… It’s just gets better the more you listen to it!
- Super Meat boy soundtrack. Length: 165 min. Commentary: Hey, it’s time for some indies! I have only two things to say about this soundtrack. Firstly: If you’ve not heard it, what’s your problem? Secondly: Danny B is a freaking genius!
- Bastion Soundtrack. Length: 61 min. Commentary: Such a intriguing soundtrack. It has some pretty different instrumentations. I definetely recommend it. Bastion is also one of my favorite games of all time, and the first game that made me cry.
- Sword & Sworcery LP. Length: 62 min. Commentary: This soundtrack has a very different style from the others in this list. It’s indie rock-ish, I would say. I’ve heard it a dozen times or so, and it’s getting better every time I listen to it.
- Cave Story soundtrack. Length: 42 min. Commentary: My favorite game of all time. Also my favorite soundtrack of all time. It just has such a huge emotional load for me.
- PPPPPP. Length: 33 min. Commentary: SoulEye is a genius. This soundtrack is just too epic.
- The Legend of Zelda (NES) soundtrack. Length: 8 min. Commentary: You definetely know this one. It’s a classic. It’s great, despite its technical simplicity.
- The Binding of Isaac soundtrack. Length: 72. Commentary: Such a weird game and such a dark soundtrack. It evokes strange feelings in me.
- Scott Pilgrim vs The world: The game soundtrack. Length: 46 min. Commentary: I freaking love Anamanaguchi. That’s all.
Wow! That’s way over 20 hours of VGM! Great!
EDIT: Show me some love for writing such a long “I’m in” post, and give me your heart (not literally, please. I don’t have the equipment needed to preserve its functionality).
This will be my first Ludum Dare attempt, the first game I’ve made in 2 years, and the first indie game I will have made.
Exited? You bet. I can’t wait to find out the theme!
I’ll be going for a 2D style whatever the theme, having decided to try my hand at pixel art.
Good luck to everyone!
Engine: GameMaker: Studio Pro.
Sound: sfxr and Audacity
Hi lovely LD game-makers! You may remember me from my last 4 LDs, I’m the gal who worked on Kumiho, Trina and Legend of Troll.
Well, in my day job I’m an illustrator/animator, and this is a game I’ve been working on for a year and a half.
It’s going to be a kick-ass casual strategy game for iOS, Android and PC.
We are launching a kickstarter campaign this week, to fund its completion, since it’s about 60% done.
I’d greatly appreciate it if you could like our facebook page or follow us on twitter, and/or donate to our kickstarter. You’ll find the link on facebook and twitter as soon as we launch the campaign (within the week)
Show us some love! Oh, and get ready for a video of myself wielding a lightsaber… The shame!
Shameless promotion over
I’ve said it again: I love LD and want to keep doing it till I die.
So, recently I got bored and got an idea of creating a new game. First idea: MMO. Then “well, I’ll need to write both server and client and deal with networking stuff”. Goes out.
Second idea: make something small. And, after an hour here’s it:
HP and MP are hardcoded and unchangable, but hey, that’s alpha
Then decided to move forward. Already got mapping stuff (currently hardcoded table of integers, to be replaced with files), working walls (with deleted ghost-mode :] ) and with some nice green grass. Doesn’t it look beautiful?
Hey, this is my first game without using Game Maker or any other stuff, don’t blame me
It’s confirmed to be working on Debian, Cygwin and WinXP. Tested it through SSH on my phone, too :
If you feel interested, have a look into sources hosted on my GitHub. You’re welcome to drop your hates below, too!
PS: Maybe it’ll go for next 48h, who knows..
It’s been a little over a year now since i’ve been making video games. Though, in one way or another, I’ve been makin em far back as I remember.(I can still remember some of the rule sets I had for my legos, and chess modifications. )
Last October, I read about the october challenge, and though not ready for it yet, I pored through all of the resources available to me sayin, one day, one day. that day came several months later, after I decided to work on a game for a month straight, and to put it
on a market shortly after. the result was a touch based android game where you kept your finger on the screen, dodging blades and collecting coins. I had a good 10 levels, and spent some time polishing it the best my beginner gimp skills allowed. I began by submitting it to the google play store, thinking i’d put it up for free, then if people liked it I could simply raise the price higher, I later learned that wasn’t the case, and learned a lesson there. “You cannot raise the price of a item on the google play store, only lower it.” But I didn’t stop there, I submitted to all the market places I could find, “amazon, opera,slide.me, and several others.” most of the markets, I learned, don’t give you the greatest exposure. It was then i read something about samsung’s 100% indie program and began the process of submitting with them.
I began my communication with 100% indie’s customer support, and they were very responsive and helpful with getting my game published. However, I was used to submitting my game and having it show up instantly in the market place, The submission process took a week,I got my app back rejected, with a report telling me that it wouldnt be supported by a list of tablets, I almost quit, but I didn’t. I loaded up the website to resubmit, and only submitted it for the devices it would support. I waited another week, I got my app back, rejected. this time the message was that the game was broken due to the fact that when a finger was removed from the screen the level quit. I almost quit, and shelved the game. But I didn’t. Due to this being a gameplay mechanic explained in the opening screen, I sent them an email explaining the confusion, and yanno what? A coupla days later, my app was approved, and copies were (by my standards) “Flying off the shelf.”
I felt a feeling of success nothing in life had made me feel, though I didn’t quit my job quite yet,(that would come later.)
I felt like this could be something I wanted to do full time, though over the course of several months, sales plummeted
leaving my grand total around $40 …$40!!! I had set out to make one dollar, and I smashed the goal. But all too quickly,
It wasn’t enough.
The months rolled on, and eventually tensions mounted at my employer, I found myself quickly unemployed. No problem I thought to myself I can fund my family making games, (Can I?). several little jam games later(1 took 3rd place and won me 25$!), october rolled around, and I thought to myself, ok. Time to do something serious and commercial. Working with a little prototype I developed, I started putting together “Super Pixel Ball” A cross between Marble Madness, and 2d platformers, with slippery marble controls, you make your way thru levels while avoiding obstacles. I’ve got ten levels done so far, and as with my previous release I’m releasing it free/pay as you want. the plan is to keep it that way thru development, then when it’s finished I suppose I’ll survey the players to get a good price point. The first day I announced it I got a couple preorders, So I can say my october challenge this year has been completed, but that would be lazy, So I made 40$ on my first october challenge, I hope 100$ isn’t too high
of a bar to set, only time will tell!
I’m amazed how much I’ve learned in such a short time, and will continue to keep pressing on with my delusions of grandeur of being a full time self sufficient independent games developer. I’d like to share with you just a couple of imb portant things I’ve learned in the last year on being profitable.
1: Don’t Give up! : No matter how many times i’ve felt like it in the last year this insatiable addiction to keep churning out games is unstoppable,It only stands to reason that if at any one of those times I had quit making games, then i would not be 70$ richer as I am today.
2:Ask for money. You will never make any money as a game developer if you don’t sell your games right? There are a great number of markets out there, go out there and submit!
3:Talk to people. There are SO many opportunities you can find by just gettin out of your head and talking to other like minded gamedev folks, also good friends are worth > $$!
I’ve been trying to make games commercially for goin on 5 months now, and more than anything in the world, I’d like a
paying job as a game developer, sometimes I ask myself, “Do I have a snowballs chance in hell?” . Well as most people tell me,
I probably don’t, but i’ll be damned if I ever stop tryin.
Thats bout all I got for now, please post any other tips for becoming a lucrative game developer in the comments
Dont get Cut! Free on Google Play:
Don’t Get Cut! 1$ on samsung app store:
Super Pixel Ball Free(web Version) on gamejolt.com:
Super Pixel Ball Pay as you want :
Came in to work this morning to see that our LD27 game had 1000+ gameplays on Kongregate. Turns out it’s featured on the front page of the site in the “Trending” and “Hot New Games” sections!
We really want to tweak some things and add weapons, levels and music to the game for the post-jam version, so hopefully this is the start of something cool.
Thanks to everyone who played it!
Made the Game Jam submission deadline with about 10 seconds to spare, then we all passed out. Post Mortem coming soon!
MysticStv, for puzzle transcription and snarky commentary
Mrs. Hik3r, for puzzle transcription and nap-enforcement
LWJGL, and Java in general. Thanks for being a thing!
So we finished our Second Ludum Dare! It feels great
Boy was this one FRUSTRATING
But we learned SO much……
-POST – MORTEM-
First the things that went WRONG
-1. LIMIT THE AMOUNT OF BETA SOFTWARE USED-
Heres the first thing I did wrong. I am running on a OS 10.9 beta. I am writing my code in Xcode 5 beta
Besides all of the crashing, one night I hit a total dead end bug in Xcode where I could not distribute my app. I almost QUIT the dare.
-2. MAKE SURE IF YOUR STREAMING/TIME LAPSING THAT ITS SET UP AND WORKING BEFORE THE JAM-
I spent too long trying to make sure my stream was exactly the right way, plus because of rule 1, it kept crashing, total productivity bust
-3. PREPARE YOUR TOOLS/CODE BASE/LIBRARIES BEFORE THE JAM-
This jam I switched over to SDL for the first time. I hit so many little snags that were simply because SDL works different, a number of times my productivity stopped was because SDL would be handling Floats as Integers, and leaking memory when it renders text, or flat out dropping sound because of an extra curly bracket.
Things that went RIGHT!
-1. Work with friends-
Luckily I had the support from two close friends of mine. Both of which worked with me in the previous jam, but had dedicated time this jam to help. Having three people working on the game felt nearly perfect. The conversations were always motivating and productive. Also having two other people critique your code/sound/music/art is always great. A number of times Id find myself implementing something , and because of lack of sleep/reality/food one of my friends would remind me that what I did looks or sounds RIDICULOUS
-2.Have a Plan-
My friends and I prepared better for this jam. Last jam we did not realize the theme was announced so soon, so we scrambled after work to get together. Not this time, we were together as soon as the theme was announced and spent a good 3 hours whipping up ideas. I have a HUMONGOUS white board that worked so well in capturing and reducing our ideas to the very best ones. We could then get down to work, and glance at the checklist of things we needed to do on the whiteboard.
-3. Share often -
Try to have people test your game as soon as you can, some of the weird little things you know about the games rules or how it plays may not be apparent to others. You have to develop a sense of “communication” to your player , and there is no better way than to see how another player plays your game.
Overall, I feel extremely accomplished having finished a second dare. This time the pieces fell together much better than before. We had the idea down the first night, then got cranking the next two days. My friends and I discovered new talents and developed some since the previous jam. We look forward to finding out when the next jam is, and now I can’t wait to try some of your games!
—Don’t forget to try our game FSCK! Bit needs your help!—-
This is my fourth Ludum Dare entry! The only way I can really describe how it went is SortaOKGoodNotBadTerribleFantasticNo.
It didn’t really come out as I had envisioned at the start, but then again it never does. Even though it came out as something totally different, I’m actually satisfied with it as it is!
Stuff that worked:
- The game! Even though it’s very tight on graphics assets and levels I think the outcome is fun to play and I enjoyed playtesting it 2 minutes before the deadline.
- Using pxtone again; I managed to make all the game music and melodic sounds within the last 30 minutes of the compo.
- Skeletons. Skeletons always work.
- The particle effects! The ones coming off of the player were originally me testing the particle engine, they stuck and I made them look a ton better. The skeletons exploding into a lot more bones than they actually have is hilarious and will probably never get old ever.
- Player physics, I did a lot of tweaking on the first day, liked it and stuck with it.
Stuff that Definitely Didn’t Work:
- OGMO EDITOR. God jesus I hate everything about it. It closes all your open levels every time you want to add a layer/tileset/entity and forces tiled placements of entities. Not to mention it had some interesting bugs such as throwing an exception as soon as anything has a space in its name and you try to save.
- Don’t code games while watching TV. I code like 3x slower.
- Leaving the levels till last minute. I only had level 3 (was originally only going to be the test level) done until 1 hour before compo end, where I had to make fun levels and test them as a batch process for 30 mins before music. Because of this the game only has 4 levels. :’(
- Wake up earlier during Ludum Dare. Those extra hours could have been more levels/an actual background tileset/more enemies!
Stuff I enjoyed doing:
- Designing levels with a tool like Ogmo Editor and writing the parser was actually really fun, despite the tool being not what I needed. I’d like to find and use a better level designer for my next ludum dare game, if it happens to be tile based.
- The particle system was really fun to set up and play around with, but maybe I shouldn’t go so overboard with particles next time.
Though despite all this, it has still been a blast, and I’d definitely do it again. Since I didn’t make it in last time, I’m extremely chuffed that I managed to create this game in the time I forced myself into, and from what I’ve played so far, you guys should be too!
javasctpript + htemml5 5 ever
Hi darers and jammites!
LD27 was my third time to enter Ludum Dare, and my first time to enter the compo. In my insanity, I decided to make a platformer, and by some crazy streak of cosmic luck (and hard prioritization), I was able to finish it on time.
Please give it a go, rate and let me know what you think. I hope you will enjoy it.
What went well
- The theme: I originally hated it, but in the end, I think it worked out pretty well.
- Git: It’s a lifesaver. Don’t do any kind of development without source control!
- Preparation: I set up a Github repo during friday evening with a pre-configured IntelliJ project, empty game template and “branded” HTML page. This allowed me to dive straight into the project. Compare to LD26 where I spent an hour configuring IntelliJ to run a debug web server with PHP support and getting the level editor working.
- Pro Motion: Pro Motion is an amazing tool for creating pixel art and tile maps. I couldn’t have pulled off the graphics without it.
- Impact: ImpactJS just feels right to me as a game engine, and the bundled level editor and deployment tool is great.
- Feedback: My friend Irubataru and wonderful people on IRC gave me feedback and motivation to keep going. I couldn’t have done it without you. <3
- Sleep: I got my full eight hours between Saturday and Sunday.
- Water: I had one Starbucks coffee. Apart from that, I just drank water.
- Art: I had a crazy art sprint during the Sunday evening. I can’t believe how much the feel of the game changed. At some point, the characters also became cats.
What didn’t go well
- The theme: While I ultimately think it benefited the game, I spent a long time agonizing over what to do before getting started. I need to do some off-line work on brainstorming techniques.
- The controls: Ultimately, the jumping turned out a bit floaty, but I had already come too far with the level work to do anything about it.
- Timekeeping: All of my self-imposed deadlines slipped. I intended to finish levels by noon on Sunday; finished at six. Intended to have art done by six, finished art at midnight (CET), etc.
- Music and sound: I just didn’t have time. They had to go.
- The purrtraits: They don’t mesh too well with the rest of the art style, but I still think they make the game more lively.
- Community involvement: I was active on IRC throughout the event, but failed to do blog posts, live stream and post real-life pictures. Hopefully next time.
- OS juggling: I did my primary development on Ubuntu, but had to reboot to Windows for the art parts. The push-reboot-pull routine was cumbersome and highly unnecessary.
- My mouse: At the day of Ludum Dare, my mouse suddenly picked up a bad habit of registering two clicks unless I held the mouse button down. This was highly annoying.
- Food: I didn’t eat regularly. Next time I will be setting fixed eating times.
- Getting up: I got up pretty late (past noon) on both days. I could probably have done more if I’d gotten up when intended.
After spending the evening sleeping, it’s time to check out some of your work. Congratulations to everyone who finished. I’m looking forward to seeing how you tackled the theme.
Go on, click him. You know you want to:
This was my third LD and I can say that has been the best.
Why? because think I created a good game in less than 48 hours, but even so, I’m not happy with the fact that I made it using Game Maker. Ok, the use of Game Maker isn’t anything bad, don’t get me wrong, but I was learning java and libgdx since three-four month ago and wanted check my knowledge in this LD.
Why I not used libgdx then?, I had not time, this was a weekend very evenful and the priority was create a good game.
Well, here is my Post Mortem:
What went good?:
- Graphics and gameplay since the first day
The gameplay was very easy to program, only a basic platformer with an stealth system, in that if the enemy is looking right and the player is near of his right, he kill the player instantly.
And the graphics palette is of 6-7 colours in total, what made more easy the process of design.
- I’m learning a lot about GML functions
This was my second time using Game Maker and I was a bit lost. Even so I kept forward and I learned a lot of thing about it
What went bad?:
- Bugs, a lots of bugs
I thought that my game had less quantity of bugs, but no, so I spent all the day today to fix it.
I think now the game works properly, however, it surely has some bugs that need to be fixed, so if you find one, please let me know.
- Few levels
As I say before, I had not enough time for dedicate to the ludum (only the nights) so the levels was reduced in number, only three of six planned in the start.
- In my opinion, bad theme
Seriously, what kind of theme is 10 seconds? I hate be a hater (excuse the repetition), but was one of the worst themes in the votation, “Death is useful” or “You must leave it behind” would have been a lot better.
10 seconds is nearly to obligate to create a game that hurries you and I hate that type of games :/.
At least have been better than “minimalism” ¬¬
- My english level is ridiculous
Yes, and because it I commit some typos on the game. I would apologize to all the people who is leaving their eyes on this text. Seriously, sorry.
Thanks for read!
Hey! It’s always nice to wake up to Ludum Dare. Good day!
So my plan is to eat and walk my dog. The game will be a 2D puzzle platformer – well more like a jumping puzzle platformer. It will need your full attention to play for sure.
I don’t say more but will post pictures while making progress.
I’ve made significant progress on my game tonight, but it is time for me to hit the hay. I finished spriting, movement, and basic UI elements, as well as some very basic AI. Here’s a screenshot, if you like those better than words (and I don’t blame you if you do!)
Have a good night, all! And good luck with your games!
Phew. Midnight already here. 3 hours into the competition, I think I have a good start. The dwarves are movable currently through a click-system. The orcs are just mock-ups right now, but they’ll move eventually… I hope. Anyways, check it out:
Not to shabby, in my own opinion. How’s your game coming along?
Hi LD people!!
First LD for me here! Hope I’ll have inspiration
I think I’ll go for a 2D game.
I’ll use :
- Unity with uni2D
- sfxr (if I have time for sounds)
Good luck to you all and the most important: have fun
Soooooooo we’re a little late delivering our entry for 7dRTS… unfortunately a number of distractions raised their ugly heads during the second half of development but we soldiered on and are proud to present Troops!
Troops is a side-on 2D/3D game that mixes strategic unit placement and skill shots with real time multi-player mayhem. It was made in Unity from scratch in just over 8 days by 2 programmers and 2 artists from the lovely city Dundee, Scotland. Music and soundFX were obtained under Creative Commons licences which can be found on GitHub along with the source, linked below. All other assets were produced during the 8 day period.
- Game consists to two teams with 6 Troops each, placed at either side of the map. Shoot your enemy until there is nothing left to shoot.
- Adjust your Troops’ fire power and aim to perform skillshots at a distance or in close quarters.
- Weapons have a set reload time and Troops need to stand still to reload, moving them will reset the reload time. You can adjust aim & power without interrupting the Reload.
- Game ends when one army is wiped out. No base building, its all about the Troops.
- Multiplayer: Connect to a hosted game via the master server or by IP and become victorious!
- Practice controlling, aiming and shooting with your troops before joining the fray in offline mode. No AI yet
- Select your troops with left click / drag and move them by right clicking
- Manually aim troops’ shot trajectory & power with right click and dragging from a selected unit, or ctrl + right click to fire at a position.
- Scroll the camera with the middle mouse button
The jam was certainly a challenge for us but we had an absolute blast! Hopefully there’ll be more larger scale Ludum ‘mini’ jams in the future, the games produced have all be phenomenal.
Also, check out an entry made by one of our programmers for #LD26