Posts Tagged ‘as3’
Hi all! This is my first Ludum dare and I really hope that I can finish the game in 2 days. It will be a pixel game in oldschool style
I will be using FlashDevelop as my code editor, Flash CS 6 with Pixel Tools v2.0 plagin (or maybe Photoshop CS6) as my drawing tool and Bfxr as sound editor. Aslo i think i will be using WolframTones for creating ambient sounds.
I really like Afterlife theme and expect we will see this one D:
Good luck to everyone! I hope we will get a great weekend!
We are a team of two and this will be our first Ludum Dare. Our previous projects have been small in scope but we hope Ludum Dare will challenge us to create something exciting with very little. Our work will be recorded and put up in our post mortem in the form of a timelapse video. Starting in the middle of Saturday due to our timezone is also going to present a massive challenge.
Graphics: Photoshop and Opengameart.org
Level Design: Tiled
Sound Effects: BFXR
Our last project can be downloaded and played here:
Also I made a short warmup vid showing off my workspace. Also proof that the timelapse is going to work!
If your answer is POTATO, then you can check out my tools for making your development easier.
What are you selling?
First is Jorjon Resource Maker, which will enable you to quickly embed all your images / fonts/ mp3 you need for your game.
Don’t write a single [Embed] ever again.
You don’t even have to worry about it, just use my *.bat file and double click whenever you change a resource, and it will generate everything for you. Very useful, I use it in all my Actionscript projects.
Well yeah, actually. I want you to use Consolator for your next project. This is a functional Console that will enable you to debug your classes, objects, functions. It supports multiple channels and features an über-simple implementation. Works in Starling, too!
All my tools are available for free. There’s a support forum you can use if you need any help, or just Tweet me at @jorjongames.
It’s already my fifth Ludum Dare and I’m still excited like in the first time
I feel that this Ludum Dare is going to be super awesome with a lot (1000++++) of great new games!
And as always, my weapons:
- Platform – Flash AS3
- Library – FlashPunk
- IDE – FlashDevelop
- Graphics – GraphicsGale and Pixlr
- Sounds – BFXR
- Music – Maybe some random generated music
- Food – Chocolate, A LOT of CHOCOLATE
- Live stream – Open Broadcaster on Twitch
- Encouragement – Friends, my cat and the Beatles
Remember my little MiniLD#40 game? No? It was that strange game about fighting the news. I read your feedback and comments, and figured I could remake the game into something else. I’ve never made this before, I just tend to archive my projects and move on to the next one, so this was a good opportunity to try something else. In the process, I trained my willingness and discipline, because working on something you thought it was finished, it’s pretty hard. I hope you enjoy the new game and continue to give me feedback!
[You can read a full post-mortem at my blog]
Don’t you sometimes get enough of that?
No? Well I do. That’s why I decided to show how much I detest watching news and hearing about the world sometimes. Ok, most of the time.
The game was developed for the MiniLD#40 competition, themed: The Real World.
What the hell is this about?
Your goal is to push away all the words that the TV screen vomits upon you. If they reach you, your brain damage will increment, and when 100%, you lose. Note that you can’t win against the TV, you will always lose at the end.
Can I get Brain Damage playing this?
Good question. Yes you do, so please play carefully.
Where are the words coming from anyway?
The words are automatically read online using advanced alien technology, found in a cave by honorable scientist Giorgio A. Tsoukalos. In the modern world, this is know as RSS, a format which most newspapers have.
Did you find any trouble while doing this?
I’m glad you asked. Well probably you can’t imagine, but this was rather hard to make. Read the full post-mortem in my blog, I dare you! I DOUBLE DARE YOU!!
Hey everyone! It’s Rich, the programmer/composer half of Green Pixel. This past weekend Joe and I entered our first Ludum Dare and ended up making this game over the course of 55-60 working hours (which is almost a week and a half at a regular job when you think about it!).
Before the Jam:
As much as I love playing and making games, I also love developing really boring but useful tools. Early on Joe and I realised we only have interest in creating games from the NES/SNES era and that means sprite sheets and tile maps, baby! So over the past year, knowing our self-imposed limitations, we’ve been working together to create a set of tools to make our lives as 2D developers easier (every day we inch closer to the “generate game!” button!). Two of these tools, our animation system and tile map editor, became extremely valuable over the weekend.
For the week leading up to Ludum Dare, I started writing a 2D flash engine. We went with flash because:
- You can play the game directly in your browser.
- ActionScript is a rrreally forgiving language which is perfect for trying to get a game finished in 3 days and not being arsed to fix memory leaks and whatever else.
- I haven’t gotten around to making a cutscene tool yet, so movieclips to the rescue!
I had never tried making my own engine before and now I can’t imagine how I got by before. With the tool chain and the new engine in place, Joe could section up a sprite sheet, create animations and I could have it in the game in about 5 minutes.
The Jam – Some notes on the creative process:
Friday – First of all, the theme really took me by surprise and I think I actually voted it down a few times haha. Anyway, we heeded the advice of the keynote and spent about an hour or so brainstorming ideas. We decide on a top-down Link To The Past style game where a Mad Scientist would have to gather resources to build a death ray to protect a world he hated from a meteor by smashing up people’s property whynot. I began by breaking the game down into the various objects that needed to be coded. We had the idea to randomly generate the town and the house interiors, so I first broke up the map into equal sized squares. Each square could have a 0 or more houses, each house could have 1 or more floors, each floor would have 1 or more rooms and each room would contain various objects and NPCs. Too ambitious! At the end of the first night and having a bunch of weird-looking half-assed procedurally generated house interiors, it was clear we would have to design some house templates and assign these templates randomly to build the town. We also constrained each house to only have a single floor. The game looked like Colecovision at this point with my amazing programmer art of solid coloured rectangles, but morale remained high!
Saturday – When I woke up, Joe was finished most of the character animations at this point, so I added them to the player and the NPCs. The NPCs just stood in the top corner of each house and didn’t scroll with the map, but they looked good! The big task for the day was grabbing sections of the templates to build the town map and house interiors. We also discovered the size limit on a ByteArray in ActionScript! Fortunately, Joe was able to prune the templates down so we could load the maps. That night we discussed things we wanted to put in the game, but would have to cut if we were going to reach the Monday deadline. We had originally planned on a few different locations (military base, good scientist’s lab) and giving Dr Vile an inventory of collected resources, similar to Minecraft, that you’d periodically have to empty at his lair in order to build parts of the death ray. We scrapped these ideas and just focused on the town game play. By the end of the first full day, we had a clear vision and most of the visuals in place… just no game play.
Sunday/Monday – The long haul! We vowed not to sleep until it was complete! (We actually did end up sleeping, but we also completed it so I guess that’s ok). Jobs for the day: NPC AI (yeah, I foolishly left this until 23:00 on Sunday night), breakable objects, loot spawning, music and sound effects, cutscenes, HUD graphics, game flow (menu – game game over – final cutscene – menu). So… basically half the game. We worked until 9 am Monday and took a brief 4 hour nap and then rushed like crazy to get the rest of the things into the game but it all came together in the end.
- We had a bug in one of the tools that almost erased all the art for the game on the second day haha. Luckilly, it was fixable while the art was still in the RAM.
- Generating a ByteArray so large that it crashed the flash game and not really having the time to design an alternative.
- A bug in the AStar implementation meant that if an NPC was more than 10 or so tiles away, it would take about 20 seconds to calculate a path. AStar is not a lot of fun to debug at the best of times, but it was about 4:00 am Monday. Luckily, the problem was simple and it ran fairly smoothly after that.
- NPC AI in general. I had never done enemy AI before and there are a lot of things I would do differently now (like not calling the path finding function every frame when they’re chasing you d’oh!)
- Combat. I had also never really done any sort of melee combat before. It works ok, but it’s definitely clunky and can lead to some garbage deaths.
- We finished!
- Pretty much had time to implement everything after stripping down the feature list.
- Learned a lot in a short amount of time about AI and procedural generation.
- Doing both code and music has a nice duality where if I get pissed off with one, the other uses the other side of my brain. Mmm, brain massage.
All in all, it was one of the most fun weekends I’ve had! I already can’t wait for the next Ludum Dare in April. <3
Someone expressed interest in the source code in the comments section for the game itself, so I’ll upload that. I don’t know about the engine code? It’s kind of in an unfinished state and I might release it as an open source library along with the tools some day. Hopefully the game source will still be interesting!
Congratulations to everyone who participated and submitted a game!
This post contains a few spoilers (sorta), so I suggest playing before you read on.
What a hectic, fun, stressful, and exhilarating weekend this was. I’ve never participated in a Jam before, nor have I ever actually completed a game, or made something beyond the game I’m still working on.
That first game has been (slowly) in development for almost a year now, so the idea of creating a game in a weekend was very appealing to me. Almost like a “right place at the right time” moment for me, as I’ve been struggling to have the motivation to continue development on my first game. Turns out that LD was exactly what I needed.
All the lessons and techniques I’ve learned from working on that first game really helped me create Shadow Possession in the short amount of time I had. I’ve also learned that if I can make 8 decent levels in 60 hours, there’s no excuse for my first game having only 5 levels in 9 months! It’s been a good wake-up call.
What’d I miss?
I have a good list of things that I didn’t have time to get into the game.
Off the top of the list: more sound effects, an increasing difficulty curve, and new rules/additions to the mechanics.
Sound is something I always had in mind as I developed Shadow Possession. I imagined “darkness-y poof” sounds when you would flip and land, a “searing, burning” sound when you were hit with light, and the appropriate sounds when the lights begin to flicker on and off. They really would have added to the atmosphere, yet I simply ran out of time. A few more hours probably would have been enough, as I had gotten footstep sounds into the game, so it was only a matter of having the time to find the other appropriate sounds I needed. Fixing nasty bugs that appeared in the last hour or two took priority, unfortunately.
Increasing Difficulty/Additional Mechanics
I had wanted the difficulty in Shadow Possession to eventually start escalating, after the player had time to learn the mechanics I continued to introduce. I set the flow of the levels in a calculated way – You learn to flip before you learn that light hurts, you get used to avoid light to continue before you learn that some lights have switches, and so on. The final level in SP should hint at what I wanted to do next with the mechanics – mobile lights via people/creatures/machines/whatever made sense. My plan was to have some AI that would wander in certain areas, and if the spot you with their flashlight, they’d chase you. They’d be either random strangers or perhaps friends of “The Gentleman” (the guy whose body you possess). I also wanted to make the light kill you quicker (and perhaps not push you out as much), but balancing the difficulty with that would have taken more time, so I went for more of a timing approach.
Despite not getting more sounds and menu in, I’m still very pleased with what I turned out. It was a lesson-full, motivating experience to take part in. I’d like to compete in the next LD again, and do something with procedurally generated levels/content. I’m not sure what takes longer – hand-crafting levels, or letting your systems do that for you (and working out the bugs), but I’d like to take a crack at it, as I’ve never done proc gen before.
If you liked Shadow Possession, look forward for a new version in the soon future. Now that I can take my time and really give it some finesse and challenge, I’d like to see where the game can go. I plan on setting deadlines to self-motivate like I did for the Jam, so development won’t take years. I won’t try and estimate a release time this soon, but I plan on seeing what I can do in a week or two, and take it further as needed.
All in all, I feel a good kind of different from before I participated. A pretty tired kind of different, but a good one nonetheless.
I finished my Ludum Dare entry, I didn’t make a post yesterday because I was too tired.
Come play it if you want some rpg goodness. Click here!
Also, here’s a timelapse.
This was a tough weekend!
And yep, I did it again ,I made a game in 48 hours ( And the whole LudumDare community too of course :P)
As always I had a really great time making this game and I’m really proud of it. I think that my “graphic skills” really improved from the last LudumDare and that’s some great news for me. If I had some more time I would spend it on the “fine-tuning” part of the game to make it more balanced, not too easy, not too hard.
I was streaming the whole game creation process on Twitch and it was fun to talk with some other devs from times to times.
Play and rate my game here!
Thanks for reading! If you want me to play and rate your game too, don’t be shy
Due to being away and stuff I was highly limited in my actual working time. I only found out the theme 7 hours after it had been annouced, and didn’t have time to work on it. BUT I STILL MADE AN AWESOME GAME!!
My only regret is not including enough exclamation marks in the title.
The basic premise is to rebound lasers from other ships in order to get massive combos
Cool things about this game:
- I used as3sfxr and generated the sound in-game for the first time.
- I used box2d for the reflection angles, making this the first game I’ve used box2d in.
- This is the first game I’ve used a restricted colour palette for, and the graphics went well.
- Didn’t use any silly flash engines like flash punk because I’m cool like that.
Hey you!!! Yeah you!! Click in me to vote and give a feedback about my game, and also win one billion dollars, and don’t need to use viagra in your life, and make love with Kim Kardashian, and learn how to dance Hammer Time as Neo learn photoshop.
Greetings, my friends. Wallace again to post my relatory about my LD game… but this time I don’t have f#ck|ng nothing to show.
Not really NOTHING, but this sunday I was called to work, soo that’s explain the title. Usually sundays is very quiet in the work, but not this one, I’d leave my job at midnight. I almost don’t send the game and I’m very pissed off about it… but i make some graphics, sended the game, and I believe it’s ok for now.
The first think I have to show is about how shiny and happy people plays the game:
Whoo hoo! Ok, enought talk, let me show some…
As my first experience in pixel art, I used the Paint.NET app for drawing (very recomended for people who has great abilities to draw… but don’t). With this tool, i maded the first earth of my game – it’s a city scenario:
For now, I’ll rest a little and then work in this game a little more. The objective is make the game beautiful and running in mobile phones.
I’ll finish to compose the song as well, and made anothers. I have a story to put in the game too, and a very funny one (with the goat as a leeder).
Hope everybody have fun in this Ludum Dare as I have. See ya.
Here’s my submission – Dracula’s Treasure, I hope you guys enjoy it! I started off this jam with an idea for a “Dracula Dating Sim” which would place Dracula in high school, where he would try to win the heart of some incredibly stereotypical high school girl by dressing as an incredibly stereotypical high school boy. All in all, I don’t think I knew enough about dating sims, dialog trees, or high school to get it playable. Here’s a peek at what I had gotten done by Saturday morning:
So on Saturday afternoon I set out on making a new game based loosely on Flicky and City Connection where you play as Dracula trying to protect your valuables from impending eviction:
Anyway, I wanted to do something a little different – and even though this is closer to my M.O., I tried a lot of new things and learned quite a bit.
Great LD! The theme was great (even though I’m not advanced enough to tackle some of the better ideas I had for it) and the company was great!
this post is a direct mirror from my blog, I’ll be doing this a lot so as to not waste too much time (yours and mine)
Hoo Wow, This One’s Tricky!
I’m still brainstorming 2.5hrs after the theme announcement. This is a tough one!
I have a nine page bullet list of ideas, but choosing is a little harder than it was last time because:
- My favourite ideas are likely the favourites of many other people
- My least favourite ideas mostly fall under the following categories:
- nice concept, but where’s the game?
- how does that differ from the hero version?
- nice game, but where’s the concept
Normally at this point I’d start work on coding up the basic framework and getting the generic skeleton going, but since I’m not sure which game I’m going with I still don’t know whether AS3/FlashPunk or Java/LibGDX are going to be more appropriate.
I’m leaning toward FlashPunk again simply because more is covered by the library, but that would instantly limit my chances of doing anything simulation-based as the VM (as far as I know) is not as well suited. Distribution is significantly easier though.
Another caveat if I choose Java/LibGDX is that less people will play the game unless it’s embeddable in the browser – outside of Processing I’ve never attempted this, which could either be deceptively simple or a waste of a few good hours.
More coffee, and standing in the sun before I choose.
I give myself one hour to choose, and a further hour to get whichever dev environment I go for setup and ready to go. If the setup is not yet done by that point I shall switch to a simpler environment.
I’m going to give it a shot. The bad news is that I lose 7 hours tomorrow but i think I should be able to recover. Worst case scenario is that I submit it to the Jam.
Sound Effects: *Shrug*
Wanted to participate in LD-s for quite a bit, but never had time. Or motivation. Or skills. Still lacking in all of the departments, but lets see how it goes this time.
- Flash + Starling + Nape (not sure yet)
- Idea/Flash Builder or FDT
- Adobe Cloud Tools
- Renoise or FL Studio, not sure yet
Optional dungeon setup photo:
Ok, getting ready for a beauty nap.
I’ve made something not totally useless, and thought that some of you might like it… xD
As the title said, it’s an “animation player” (that runs over Flash). What it really does is to allow you to import a charset from your computer, create an animation and play it. And that’s it. =X
Since I’ve been using flixel (and like to draw with GIMP), this application make sense for me. I can use it to import a charset and test if the animation is looking all right. Before creating it, I’d create a State, add a Sprite and then animate it… but since I’d have to compile it, it’s a little time consuming… Now I can only re-import the image and see how the animation is.
I know that there are tools that already do that, but… don’t know. xD I just wanted to try and do something like that. xD
Looking for a Console for your Flash game? I’m currently developing Consolator, a simple library which attachs a console to your project, ready to use and fully customizable.
You can use it to debug your variables, or change your game while playing. You can easily call the methods of the objects you bind.
- Categories of messages, you can hide what you don’t want to see.
- Bind any class and you can automatically access its public methods.
- Visual auto-completion with a popup, just like an IDE would.
- Easy integration: just addChild(new Consolator());
- Fully customizable: change color, background, position, size, etc.
- Remember the last commands used so you don’t have to write them again.
Your ideas are welcome at consolator.uservoice.com