Posts Tagged ‘compo’
This is actually written in response to all the comments that were made on a previous post I made about the surprising (to me) amount of high-quality music in the compo division.
First of all, thanks for all the thoughts and feedback on my last post everyone! Always nice to hear good discussion on stuff like this. Sorry for the late reply on my part, I hadn’t realized the post received so many comments (would be nice if the site notified me somehow).
Anyway, first of all let me say that I wasn’t assuming most people or even anyone in particular was cheating. I just saw a very high level of quality in compo music and that made me a little suspicious if it was supposed to all be created from scratch. Maybe it was just a statistical fluke based on the particular 30 or so compo games I played… maybe there actually was a high level of musical talent in the compo… maybe the definition of “from scratch” was a bit more lenient than I originally thought. I didn’t know. I guess I just wanted things to make sense.
I hadn’t considered that music generators like Band in a Box or Abundant Music were legal, but that’s the impression I got from those that mentioned them. If that’s the case, then I think it’s safe to assume that they may be why so many compo entries have decent music that follows the conventions of popular music fairly well (similar to tools like bfxr/sfxr being the reason so many compo entries have decent sound).
Though that would explain why I see what I see, I have to admit I find the legality of music generators to be a bit odd. I have a Casio keyboard and it features dozens of different instrument samples and accompaniment in dozens of different musical styles. I can simply choose a musical style, give it a tempo, and it starts playing a 6-part track including bass, drums, piano, etc. including an intro, outro, bridges, and fills. I would feel like using that music would be cheating for the compo… yet, if Band in a Box is legal, I don’t see how using the keyboard’s features are that much different.
I guess the question is where does that line of “creating your own music” get drawn? Using music generators is kinda like taking a bunch of sound samples and musical patterns made by other people and rearranging and tweaking them to suit your tastes. Should that count as making your own music?
If you answered yes, I have a question for you. What do you think about this?
HeroMachine is another content generator. It’s a tool to generate a character portrait for you. There are dozens of options for creating your portrait from different body parts, clothing, and other pieces and tweaking those pieces to suit your taste. Should it also be legal for me to use HeroMachine to generate graphics for my compo entry? I would argue that music generators and tools like HeroMachine are no different. They should either both be legal or both be illegal… but I suspect people would be a lot more upset about the usage of HeroMachine in a compo entry.
Interestingly, bfxr/sfxr feel like they are in a slightly different category of content generator. I think the usage of them feels (to me at least) a little more “pure” and legitimate than other content generators because the core content that the generators are based on are simply mathematical functions. These generators are not simply combinations of various “snippets” of art that were created by someone else. Though you could maybe argue that even the presets of “Pickup”, “Explosion”, etc. required the artistic input of someone to decide the range of mathematical parameters that made those types of sounds.
Well, regardless of people’s opinions on the various aspects of this topic, there seems to be one common thread. Everyone seems to agree that there should be some clarification regarding the rules of music production for the compo division. I don’t really care much either way, but I would like those restrictions to be more clearly defined.
(I’m not a Latin expert but, hell, my game didn’t just die! So there.. Post-Partum, after birth, I like it.)
Oh, hello, didn’t see you there! I’m the creator of Poisoned Wizards (working title) and this was my first entry into Ludum Dare. My first take was that it was a lot of fun and a great incentive to make something, which is the hardest thing to do sometimes. Setting myself to work within the limitation of 48 hours and organizing the time while working out stuff happening in “real life” was a neat experience while working on my passion instead of the regular work.
The 48 hours went by faster than expected, and because it was my first time entering I was a bit nervous that I would mess up the timing or the whole organization of my time.Here in Portugal the Compo started at 2 AM so I decided to wait for the theme, work only on some ideas and design for the game and sleep on them until the next day.
When I saw the theme “10 seconds” the first idea that came to me was something on the line of using time altering mechanics to make a sort of puzzle game around only having 10 seconds to complete it. This was scrapped because it would require me to work out some pretty complicated mechanics for the base game and probably make a bunch of levels by hand.
I didn’t feel this first design was flowing as I would like either, so I tried to think of something more on the lines of a mechanics focused game, with replayability and more extensible from a features point of view.
This second design, one of a strategy game with some bits inspired from the combat of the Heroes of Might and Magic games but on a faster loop and with a scope in line with the Ludum Dare, came to mind then.I think I also preferred this design because as a programmer/game designer it’s easier for me to work on game mechanics and systems than on the artsy part of games, so a more mechanics focused game would probably work better for me.
And so Poisoned Wizards was born, a game about wizards summoning creatures in 10 seconds to destroy each other’s base before running off to the bathroom. The full design included many features that I knew were going to be mostly cut, like, for example, besides summoning being able to cast spells, mainly buffs and debuffs for the summons, but also damaging spells that would hit the first thing in their path.
I initially was planning on having a bunch of different creatures, like archers, clerics to heal your summons, and strong beasts like dragons that would be really strong and possibly fly over ground units, but would eat a lot of the very limited casting time you have at the start. These ideas were mostly left on the side when I had to dedicate most of Sunday to visiting parents and friends, and only had time to work on refining some details and make up some sort of interface and restart mechanic.
On the first 24 hours I was able to hit my goal of having a working game cycle, including the different phases, which was great to realise the design.
The game’s replayability and the simple scoring worked better than I was expecting to be honest, I believe the simply random positioning of units for the AI provides a fun if somewhat random opponent.
THE AWESOME MOUNTAIN BACKDROP!!!!!
There are some collision bugs that look a bit messed up because of the underlying scripts for behavior.
The interface is too plain, but I’d have to admit the arts are not my strong suit.
Those basic Unity models..
All the amazing model animation..
Not fully realizing the plan to add more than one type of unit to the game.
Was planing on adding more of a setup to the game and the setting, by having a short dialogue between the wizards before the casting time and when they run off.
Was also planning to have a more fully realized AI, or possibly a way to do local multiplayer.
There’s no sound. I wanted to have added sound to the units strikes and summoning but it was pushed in favor of some polishing on Sunday.
And thus we have Poisoned Wizards. Even with all the undone and hastily done features I like what I accomplished and think it could be used to build upon and make something fun to play.
Please check out the game and leave some ratings and comments if you feel like it. I’m grateful for any feedback and welcome any chat or exchange of ideas so feel free to send some my way!
Thanks for reading this too!
I’ve finally had some time to sit down and write this. It’s also my first Ludum Dare, so I wasn’t even aware I should do this until just the other day.
So I created C:\\Bluescreen. The game turned out surprisingly well and I’m actually pretty happy with it. It’s one of my better games, only because I believe it’s completely bug free and I didn’t try to pack a thousand ridiculous features into it (though I’ll admit at the end feature creep started to show up.)
So when the theme was announced I wasn’t really surprised and I was actually kind of rooting for 10 Seconds. But once I realized it was official, I had absolutely no ideas in my head. Luckily I was stuck at work (undercover loss prevention agent) so I had plenty of time to walk around and get my imagination going. Finally I had an idea.
The idea spawned from a situation one of my developer friends had just recently gone through. He updated a new driver for his graphics card and suddenly his pc bluescreened on restart. After restarting several times he learned that he had approximately 10 seconds to delete the new updated driver before his pc shut down. Eventually he got it after a dozen tries. So I decided that because this kind of thing happens often, I’d use it as part of my theme.
So the original idea was to have a reflection of some nerdy kid in the screen who was constantly downloading viruses which you had to destroy before they bluescreened the computer. Due to time, the reflection didn’t make it into the game, and due to the 1980′s theme downloading turned into installing software. The software that contained the virus ended up being “Busty Cops II” and at the top of the installation screen in tiny font you could see the Paladin Virus Hunter Software (which you’d know about if you read the readme.txt from the title screen) warning you that the software contained malicious files. Of course…. you install the pixelly goodness anyway and the game begins.
So I used Stencyl to code the game. I’ve been learning C# in my downtime, but I knew I’d never be able to create anything worthy of LD in 48 hours with my knowledge so far. So I went back to what I know. Stencyl is really easy to use once you know the basics of logic and what each logic block does. For a prototyping engine it does wonders for game jams. As soon as I had the outline for the game I started writing the pseudo code in my head while I was at work. By the time I finished art and was ready to start coding, I had the entire game written out already. The only thing I had difficulties with was adding the power button to the PC. I added multiple copies because I changed tactics halfway through and it was causing the PC to shut off and turn back on immediately which was a very frustrating 20 minutes.
I think the only part that was really challenging for me other than time constraints was the music. I’ve never actually created my own music for games before. I usually have a friend do it, or borrow it from a website. So after multiple hours of attempting to create something using various softwares I decided to find a random music generator. Finally I went with Sfxr for sound effects and Wolfram Tones for the music. It turned out pretty good for randomly generated music.
After the planning stage I went immediately to art. I hate using placeholder art because I call myself a game artist. Creating sloppy boxes for placeholders is too difficult for me to do when I can just create the finished product with just a little more effort. When I decided that I was going to mix pixel and vector art in the same game I got really excited. I’ve used both in games before, but never together. I decided to make the computer as realistic as possible (given my lack of vector skills) and then use the 80′s theme for pixel art, which was ridiculously easy since I only had to settle on one color…. green.
The fact that the game came out bug-free (to the best of my knowledge) within less than 12 hours of actual work makes me ecstatic. Bug testing and fixing is the worst part of game dev to me.
I’m thrilled with how it turned out and at all the good feedback I’ve had. Usually I get a lot of “Why didn’t you do this?” or “This part is too difficult”, etc. But I really haven’t had any negative feedback that made me cringe while hearing it.
Thanks for reading! Go play the game!
In Ludum Dare #27 I manage to create a game called “10 Floors“. In this game, the player have to reach the goal in 10 sec by avoiding enemies on their way. Its a very simple and classic concept but this is not what I came up in the first place.
As soon as I learned about the theme, I also thought about building a game where you can finish every level within 10 seconds. Its funny that when I see the games, most games have the same approach but of course the execution is completely different. Some games have totally nailed the mechanic.
My first thoughts about the game was to build a game where the game world will change every 10 seconds. As a player you have to predict in advance what the state of the world will be in the next few seconds and based on that the player will make their moves. It was more of a puzzle game than just a runner. I had the world changing logic in but it didnt seemed that appealing from the gameplay point to view. I gave it some more thought but then I moved on as I couldn’t came up with anything that looked like it’ll be fun to play.
It was saturday afternoon and I had nothing. The chances of finishing the game were getting bleak so I went back to the drawing board without wasting any more time on my first idea. The clever decision to take at that time was to turn things around in a way that doesnt involve trashing all the work I have done so far. I reused my level assets, refactored a small section of code and quickly came up with this enemy avoidance idea. It looked fun and challenging at that time. I implement the first level within an hour and felt confident. After that its all non-stop work until I reached a point where the game is fully playable. I felt really relieved on sunday afternoon after seeing the “final” results. I then spent rest of the time polishing and fixing bugs. This is my LD #27 game making story.
What went right?
- No mysterious technical issues. Yayy!
- Able to change things at the last moment without breaking too much stuff.
What went wrong?
- Struggled while creating the puzzles, didnt quite like the implementation of what I had originally in my mind. Lost too much time on it.
- Didnt gave much thought to the mechanic itself. I felt like I was interpreting the theme (10 seconds) as a mechanic. But I guess those are two different things. This slowed me down a little in the beginning.
- Controls are not refined and smooth. I received some valid criticism on it. I wish I had spent more time on it.
Overall, I had a lot of fun making this game and learned couple of new things, especially about shaders and lighting. Shaders really changed the look and feel of anything whether its a 3D model or just a simple 2D line. Its magic.. lol.
Thanks Ludum Dare and I am definitely looking forward to the next Ludum Dare. In the meantime, I have other games to make . This shit never stops, eh.
Thanks everyone for playing the game. If you haven’t tried it yet, here “10 Floors“. After you beat the game, you can enter yourself to the online leaderboard. GET ON IT!!!
So .. I cannot begin to explain how great an experience this Ludum Dare was for me. I’ll be rating games all week. Also fixing ‘typos’ in one fell swoop probably by the end of the week. I learned about the importance of planning and scope. Plus just how tiring a couple days of focusing on a single project is. I cut corners where I could but spent the most time working on the engine of my game. It was more than worth it.
I didn’t have time to update during the competition but you can check out the devlog here :
Enclosed is a true story of how Ludum Dare 27 changed my life. I hope everyone had such a positive experience as I did.
If you haven’t tried WaterCloset then follow the link to the entry here. I should have a linux build up before too long.
Thanks for the good times LD Community! I’ll be back again. ( they always come back )
- Ben ‘Angrycrow’ Nix-Bradley
That’s it! I consider it to be one of my best Ludum Dare games ever
As always, I managed to somehow wake up naturally at 3:58 AM (2 minutes before the theme announcement) , saw the theme and then returned to sleep. I streamed the whole gamedev process and it was actually really fun, almost always there was someone on the stream chat and it was nice talking with you guys, thanks! When I first woke up in the morning I started writing down ideas and later I decided to continue with the first (and quite simple) game idea, actually, it turned out to be a good decision!
My main goal was to make the game as polished as I can and I think that I accomplished that goal very well. All in all, I had a lot of fun making this game, I had a lot of encouragement from my friends (which really helped me ) and I even had time to take a few naps during the jam!
The Cave Of Light
Join our little friend on his journey into the depths of The Cave of Lights.
Wisely spend your 10 seconds of light each level to find your way through the cave…
What will you find at the end?
Play and rate “The Cave Of Lights” here:
Ludum Dare 27 has been my first ever Ludum Dare competition.
I was not sure of what was going to happen, if I were capable of finishing a game in under 48 hours, if I would have felt stressed or relaxed, et cetera.
For the competition, I decided to use C++11, SFML, and my own framework, SSV, which is free, open-source, and always looking for contributions/critique.
My development environment was Arch Linux x64, using QTCreator as my IDE, and Sublime Text 3 as my text editor.
The development machine uses an Intel Core i7 processor, NVidia GTX275 and 10GB of DDR3 RAM.
My goal was producing a game that was worth playing in under 48 hours, with native Win32 and native GNU/Linux x86 binaries.
I’m very happy to have reached that goal, and I’d like to share my thoughts about the whole development process.
I worked on the game for about 30-32 hours. I slept, worked on a video for a friend’s birthday, and relaxed for 1-2 hours (played some Spelunky and browsed the internet).
The first thing that surprised me is that I felt constantly stressed. I do not know if everyone feels like this, but I couldn’t stop thinking about the deadline, about the end result.
I have to say that, as far as personal feelings go, I didn’t dislike the 48-hour deadline development process, but I didn’t find it fun either.
However, after finishing, I felt a great sense of satisfaction and reward, which kind of made up for the stressful coding hours.
The second thing that surprised me is that my framework, the SSV framework, was up for the task of creating a game from scratch.
It literally took less than an hour to get a prototype where I could walk around.
A big effort in SSV was put into development of SSVSCollision, a header-only pseudo-physics library intended for retro-style games.
It handles collisions very differently from all other engines out there, and, while not suitable for realistic physics simulations, it is great for retro-style games, where physical bodies do not interact much with each other, but have infinite stability and very precise collision resolution. Here’s a video of it’s performance.
It also lacks all sort of issues that would arise with a realistic physics engine, such as the common error where bodies get stuck between tiles in tile-based worlds.
Anyway, I also created a player sprite, which I had to divide in two parts (arms and body) to avoid repeating unnecessary frames. I used Pinta for the task, a Paint.NET clone for GNU/Linux.
I’m not an artist, and that is obvious by looking at the poor end result of the player sprite. I used the same tool to create all other graphics in-game.
I dealt with sounds by using sfxr, the free, open-source sound generator advertised on the LD website itself.
For music, I used LMMS, a GNU/Linux production software with an UI similar to Fruity Loops. I’m not a musician either, so the end result was poor here too.
The game concept was actually created after the prototype version. I had no idea what I was going to make. I just made stuff and tested stuff.
Then I had the idea of this cool throwing mechanic, where suddenly turning your character would increase the force of the throw.
This is where stuff started getting interesting. I had to deal with my peculiar physics engine in order to allow the player to grab/throw/release blocks.
It went pretty smoothly.
This is what the first grabbing prototype looked like. I also had added the number on the crates but had no idea how to use those yet.
I also had no idea how to use the crates yet.
Then I combined the throwing concept/mechanic with a time-based constraint (10 seconds theme), and had the idea to make the game into a reflex-based, time-based puzzle platformer.
I designed some game elements and threw some test levels together. But I didn’t have time to create a level editor, or to write a JSON level specification. So what did I do?
Tab based in-code level editing. Dear god.
Yep, I used tabs, newlines and spacing to re-create the structure of the level in the IDE itself, so that I could have a rough idea of where I was placing elements.
After making some levels, I created a menu screen, which was very easy thanks to the SSVMenuSystem module of the SSV framework. And that’s pretty much it.
There is a problem with level 5, which is almost impossible because I forgot a game element. But it is actually possible, even if insanely hard.
I’ll judge the game myself, now:
Innovation: I’d say the game is not unoriginal. The turn-based/jump-based throwing mechanic is pretty fun to use, and the game elements, while simple on their own, can be combined to create some interesting puzzles.
Fun: This is a very subjective point. The game is not easy, and can be very frustrating at times. Honestly, I find hardcore games pretty fun – I enjoyed playing my game, even if trying the fifth level for one-hundred times got frustrating quickly.
Theme: My interpretation of the theme is not very original, but I think the 10-seconds constraint that resets works well here.
Graphics: I’m not an artist, and it really shows. The sprites are of poor quality. I tried to redeem myself by creating variations of tiles that appear randomly and maintaining a simple flat look for the game.
Audio: Sfxr is a godsend. I love retro sound effects, and they work well here, I think. Music, on the other hand, is not catchy or memorable, and it’s just a simple loop. It was my first time ever producing music. Here I tried to redeem myself by adding a no-sound and a no-music option to the main menu.
Mood: I tried to create a simple story/world around the game. Basically, you’re working for this company, 10corp, in a futuristic (I guess) setting where getting a job is very hard. In order to survive, you have to work for this company, even if they terminate slow workers to maximize their profits. I used in-game messages (broadcasts from 10corp) to give the feeling of the player being observed and judged during its tasks.
Overall: Overall, I am satisfied with the end result. I’m still not sure if the game is worth improving, but as a less-than-48-hour product, I’m happy with how it came out.
I really hope you enjoyed my entry and this postmortem. Thanks for reading!
Last night I submitted my compo entry The Village of Lost Time!
You control villagers, 10 seconds prior your daughter’s demise. The villager movement and actions are recorded and repeated. Create gatherers, javelineers, mages, progress through the mini story!
Unfortunately, numerical errors crop up in the recorded movement so villagers end up running all over the place. I knew this bug existed, but under the pressure couldn’t think of a fix. This morning I facepalmed and immediately knew just to calculate velocity and position for the current villager, and only store the final position for that frame for the future recorded movement.
Instead I was storing the controls and recalculating velocity and position with the same function for the current and recorded villagers. Still, the method of storing the controls should still work, because time steps are fixed so any numerical errors would just be repeated again and again for the recordings..? Actual frame rate does not matter because the time delta is fixed. This is going to bug me.
I added a link to the fixed version, but I left the buggy 48 hour version as the default.
Ludum Dare 27 was my first ever game jam!I made a game hastily titled “Get Ready, Fight!”. It’s a single-screen, 2D competitive action platformer where players have 10 seconds to run around and collect powerups and modifiers for themselves, before fighting to the death using whatever equipment they managed to scrounge up. While I managed to finish the game, I didn’t quite bring my vision to life. I had hoped to focus more on the initial 10 second scramble, forcing players to make hasty decisions and then have to deal with the consequences. In the end, it seemed more fun just to have all the powerups have positive effects, so the 10 second scramble is just a race to grab as many powerups as possible without much thought.
Overall though, I had a great time with the jam. I came up with an idea that I think has some potential to be fleshed out and I managed to finish a game from scratch in under 48 hours to boot.
Here are some quick post-mortem-y thoughts about my experience while they’re still fresh in my mind:
What Went Well:
- Stopped making excuses and actually entered a jam.
- Could have said it was too close to PAX, but didn’t.
- Stuck with it, finished the jam. And it’s a real, honest-to-goodness game too, including menus, audio, and some reasonable polish.
- Did absolutely everything myself. Coding, art, sound effects, even music. No libraries outside of the XNA framework.
- Speaking of which, I also tried something totally new during the jam: making music! It’s bad, and there’s incredibly little of it (maybe 20 seconds), but I did it!
- Didn’t get too hung up on art, since the rate at which returns diminish for my time investment is substantial (read: I’m not a very good artist).
- Got a reasonable amount of sleep!
- Streamed development a few times at http://www.twitch.tv/benkane, totaling over 12 hours.
- Resisted the urge to just give up and play Spelunky instead.
What Didn’t Go So Well:
It’s easy to criticize your own games, and one that was made in <48 hrs has a lot to criticize. Still, here are a few things that stuck out:
- Pretty poor art.
- Music and sfx are pretty sparse, and what is there is pretty bad.
- The game drifted away from theme/my plan pretty quickly.
- The gameplay doesn’t have a lot of variety, even though I had a lot of ideas for this.
- I was hugely productive for some stretches, but others were quite poor. I should have taken a more distinct break at that point and walked away from the screen.
- I did not eat very well.
- My schedule was rougher than it needed to be. 48 hours is a lot of time if you keep your scope down, so there was no need to stay up until 5am on the first day.
- I wasn’t too interactive with my viewers on the stream (but a huge thanks to those that did hang out! You rock!). Next time I’ll use the mic.
What Went ???:
Why on earth did I decide to make a multiplayer-only game for a solo game jam? I’m not even sure 4-player mode works at all. And there’s certainly going to be balance problems that will be obvious once the game is played with other humans.
What I’d Change For Next Time:
- Spend more time on gameplay once I have a functioning game. I could have done a lot more with the concept I built.
- Make a single-player game! I basically came up with an untestable concept for a solo jam.
- Start thinking about music earlier. I like that I attempted to make the music myself, but I definitely had a “writer’s block” of sorts when it came time to compose the music (I use the term “compose” as loosely as humanly possible). Thinking about what style of audio earlier could have helped there.
- Create a timelapse of development. Streaming is awesome (and I’d do that again), but it would be nice to look back at the whole process over the span of a few minutes.
- Consider jamming in a group environment to keep myself motivated.
Just submitted the compo barely in time! Did not have a full weekend, but managed to whip together a short 2D game in Unity (used for the first time). Vector graphics using Inkscape was a saviour, I will never master the art of the pixel… It could have used more levels, gfx and music but don’t we all?
I am extremely impressed by many of the reports, in-progress screenshots and posts during the compo! How many of you manage awesome art, music, programming AND great game design is beyond me
Please take a look at my game when you have had the time to sleep
And that’s a wrap! Congrats everybody who participated!
I’m SUPER-DUPER excited because this is my first ever TOTALLY complete LD entry ever! I managed to implement, I believe 100% of the features I planned! I improved the art and sound a bit at the last second, all my controls work, and I’m not aware of any bugs! (I’m sure someone’ll find something…) Even if I get the lowest rating in the history of LD, I’ll consider this to be a huge success!
I’ve got my code up, but haven’t squished it down into an executable for y’all yet. I’ll try to do that tomorrow!
I look forward to playing and rating tons of games in the coming weeks, especially since many of them will be short enough for me to test them in slow moments at work.
…Speaking of which, it’s time for me to get some sleep.
Oh right, have a link to my entry!
Well I finished (10 Seconds of Love and Anger) which is the important thing I guess. I tried hard to do something a bit different. Didn’t enjoy the theme that much, but there is always next time. I’ll spare you any game details as It is easy enough to just play. Thanks ya’ll
First, the team:
- cybek, main programmer and BabyMetal listener (he wanted to add that)
- me, everything else (partial programming, awful graphics~ )
Second, the game – simple top-down shooter. After entering the building, you have 10 seconds to destroy the target. If you fail to do so, after another 10 seconds new enemies will spawn, making your retreat more difficult. If you manage to destroy target, walking around will be easier.
Third, story – player’s character, unnamed girl, was asked to buy tomatoes. A lot happened and now she is fighting some kind of evil organisation (SERN or anything you want it to be). Whole story told by black-and-white images.
Fourth, word from main programmer: “BabyMetal”.
It’s getting late here, so good luck to compo’ers and good night to everyone else~
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:
Ten seconds to finish the race. Each race. Watch out for the obstacles like my horrible traffic cones. Dodge them by switching between lanes on the course.
Hoping to add cool particle effects and sounds slash music soon. Also perhaps a carpet texture?
Stream @ twitch.tv/knirsch
Good luck other devs! I’ll see you on the other side.
If I cant make something in time before the Compo ends I hope there will be enough time for me to submit to the jam.
Will be using:
alot of coffee and tobacco
Hi, this is PhilZ.
Unfortunate for me, I lost my other account’s password and could not get a new one, mostly of because I forgot the email (whops), So made a new one. This will be my second time on Ludum dare (If I participate in the competition and I am looking forward to it).
Hi all! I’ve known about Ludum Dare for quite some time now, but this is my first chance to actually participate in one.
I know it’s kind of late to do this, but I’m announcing my entry into Ludum Dare 27. I will unfortunately not have much time to work on my game due to some real life events, so I don’t anticipate having a very polished project ready by the end of the compo, but I’ll try anyways.
Game Engine: Game Maker: Studio Professional Edition
Sprites: Built-in GM sprite editor, perhaps photoshop if I need it
Music/Sound effects: Composed in Anvil Studio as .mid files, then converted to something more up-to-date such as .mp3 or .wav
Thanks for reading! I wish you all the best of luck!