Posts Tagged ‘animated gif’
We’d decided to skip this Ludum Dare (busy weekend, one of us turning 30, etc.). But today we had an early meeting, talked a little about how awesome the current theme is (“You only get one”) and took the day off to make a game!
We pitched some ideas, evaluated its scopes and decided on one.
We cannot talk much about it yet, but we’ve made a gif just to tease our entry!
It was my first time using Unity in a LD, so I thought I might as well try something bigger than I normally do. So I chose a FPS since I had never made one before. First (obvious) idea that came to mind was limiting the ammo to a single bullet, but the thought of getting back that bullet is weird. Then I thought of using a bow as a weapon, so that getting the single arrow back would be understandable. I kept that idea until the end of the first day, when I decided to make the game funnier: the gun was back and its single bullet too. What happens when it’s fired? The obvious: you start throwing your gun at stuff. There were also little robots as enemies before, scrapped that in favor of devilishly cute floating targets. I find quotes that appear when you die very annoying, so I had to put them in my first FPS of course.
The outlined walls were a pain. The default Unity Toon shaders did not work properly and every single outline shader I found had annoying problems. In the end I managed to adjust one to my needs and, thankfully, it fit nicely. Unity collision system was also a pain. The gun kept going through walls even with continous collision enabled (???). Fixed that by making the static colliders really really thick, horribly hacky. Fun fact: There are no floor or ceiling meshes in the game, it’s just the viewport clear color. Music had its frustrations as well. I tried Terry’s Bosca Ceoil first but couldn’t compose anything good. The final, almost silent, bgm is from Autotracker.
Unity is great for making games quickly as long as they’re simple and, most importantly, as long as you know its flaws (and they’re many). I’m proud of the result, my most fun LD game so far. Still lots of polishing to do though. You can play my game, Lovely Bullets, here.
yay!! I finsihed my entry in time XD
this is another gif to commemorate it
play it here http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=15312
Focusing on the post-compo is starting to pay off. Except for the HUD, particles and background, every other graphic has been redone. As soon as I finish reworking the graphics, I’ll begin to modify the gameplay. That will be the ‘post-compo version’. I plan to later redo the game itself, adding enemies, waves and bosses (there’s already a new ship, though :)).
I usually make a black and white sprite and then use an “multiply” layer to color it. This helps me to make sprites quickly (as I don’t have to bother select exact colors every time, only the tone) but makes the sprite somewhat plain and boring. Now I’m using 8 tones with 4 shades each, what made everything better looking (and clearer).
Take a look at the boss graphics evolution:
My game is beatable in two ways.
Maybe you already find the easy one, can you find the hard one!? U_U
This Gif show the hard way!
Play this while looking at the GIF: http://dragonlab.de/projects/ld27/Song%20Ingame%20v2.mp3
(Made with Abudant Music. That thing is incredible.)
Nearly 27 hours in, 21 to go, and I feel fiiiine.
The game is coming along slowly but surely. As always, I make up most of the game design as I go along. Still no way to win, and so far it’s easy to avoid losing, but I can’t help myself – I like those little critters:
Just for fun, here’s an animated gif of my game, Bashland. [PLAY]
… I NEED TO WORK, DAMMIT!!!
Hello fellow Ludum Darers…
At last i find the time to do such a trivial thing as writing a blog post…
Evolution was a hard pick for me…after 2 unsuccessful attempts, i finally narrowed it down to a acceptable game idea.
The first day for me was spend mostly coding ( and doing art when tired of good ol bugs). So far, i can say that i got the basic framework going..and the last 2 days are for levels and polish(and bug squishing of course). But at the moment my game is still all out of colorful blocks.. so i spare you the sight of these thingies and give you the title animation of my game instead.
next up for me : sleep
PS: i almost forgot… i am in in the jam that is(although alone … but i need my time to finish)
I will be using xna with a custom ludum proven engine build on top of it. And this time i will hopefully be able to cross-compile for Linux and mac as well.
PLAY IT HERE
This weekend was crazy. Ludum Dare 23, the 10th anniversary of the best dang game jam around, was number one on my list of priorities. I wanted to go all out for the 10th anniversary, and I did. I altered my sleep schedule so I could work during the night, which is my most productive time. I started working on the game after midnight on Friday… then I went to sleep sometime the next morning. I then stayed up ALL night on Saturday… and stayed up all the way until submission time.
Then … I crashed.
I crashed hard.
And on Monday… I was met with some terrible news. My aunt had just passed away.
Normally by this time, I’ve already played 15 – 20 LD games. But due to my sleep schedule, I couldn’t follow through. I was gonna start on Monday morning. Then I got the news about my aunt and things obviously changed. So here I am… on Tuesday morning… and I still haven’t played a single LD game. I spent some time adding a dedication to my aunt in ZUNZANDA’s credits, which I hope the judges are OK with. I then ironed out some bugs that I discovered while playtesting and getting feedback from others… but only game killing bugs. One glitch even caused the player input to stop completely, so I had to deal with that ASAP. Dropbox also borked my upload link… but I didn’t know because the site was so jammed up that I couldn’t even get to my own entry page. I said “SCREW IT!” and passed out.
But I did find a horrible bug. Well… less of a bug and more of an I’M AN IDIOT AND FORGOT TO ADD THIS VERY IMPORTANT FEATURE TO THE GAME issue. I won’t reveal what it is. Maybe you won’t notice. *cringe*
What the hell is Zunzanda?
Well… it’s a game about a tiny world. But the twist is that the world is getting smaller by the minute… and you gotta stop it! How?
With this totally rad terrain sculpting system, of course!
Well, that was going to be the primary focus of the game, but the dynamic tiles and terrain destruction features sort of fell out of the spotlight when I realized that what I had in my head would not be possible in 48 hours. I originally wanted the player character to have two forms… one that could attack but was forced to stand on solid ground, and a form that could not attack, but could float between platforms. The terrain was originally going to change drastically over the course of a ‘stage’, but now you’ll find that it’s much more gradual.
It took me a long time to get the dynamic tile system working, but it turned out MOSTLY alright. It’s kinda fugly and it’s not incredibly seamless, but it does what I wanted it to… and HEY… for 48 hours… it’s GREAT.
So what else can this game do?
The game is broken down into waves… with each wave throwing more enemies at you. Your goal is to kill those star jellies as quickly as you can before they eat your world. The only way to kill ‘em is to collect those starshines that fall from they sky. Get enough of ‘em and you’ll unleash a burst of light that fries ‘em dead. Then you get a bit of a break so you can ‘cash in’ your dead jellies for new terrain tiles to rebuild your world. It’s a constant battle of dodging holes while racing for those precious starshines… and staying away from those jellies while they try to gobble up your land. It gets pretty intense… even if it did end up being a bit unforgiving with ‘deaths’.
If you wanna keep reading… follow me after the jump and we’ll keep it going.