Posts Tagged ‘craftstudio’
PaperCoaster is our group Ludum Dare jam entry for LD #26 made by 10 people with CraftStudio!
A game about drawing rollercoasters on paper… how minimalist is that?
You can play & rate it here:
There were at least 8 other games made with CraftStudio for this Ludum Dare edition, which is awesome! I’m trying to gather them all over at the CraftStudio forums.
This time I choose to reproduce Harvest: Massive Encounter, an already minimalist tower defense game that I enjoyed a lot. I wanted to built a resource management game for a while already, so this LD’s theme was the perfect occasion. Its certainly minimalistic on the inspiration side, but I really wanted to built this one and that was all the motivation I needed.
I tried to reproduce most of the mechanics : rock harvesting, energy production, energy propagation along the nodes (the feature that makes the game very cool and interesting to me) and building construction and functioning using energy.
It’s clearly unfinished and unbalanced, but it’s playable.
Move with arrows, place buildings with the mouse – click on them on the left then on the map (discard with right mouse).
Note that you can not reload the game, you need to exit it and launch it again to reset the level, sorry about that.
Still, I am pretty happy with it. I only worked like 25h on it and lost about 5h trying to fix bugs directly due to my inexperience with the the software and game dev in general.
The good thing is that I feel like I have leveled-up !
It is made entirely with CraftStudio that you can still try for free for a couple of days.
Depending on your OS, you may need XNA or Mono or -I am not sure what- to play.
You can try the web built, but it does not work for me (stays stuck during initializing scripts).
Thanks and GG everyone !
This is an experiment for me as it’s my first compo. My first Ludum. Pretty much my first time ever putting these tools together and hoping that I get a working product in the end.
I need to challenge myself, as I haven’t had a glimpse of construction for a long time. In light of recent events in the love department, I figured what a better time then any. As I try and figure out who the hell I am as a single entity, I can try and learn some great tool sets. Some great quick problem solving. And code!
I am a first year New Media/Web Design student at BCIT in Vancouver and only just started playing with some of these code tools. I am thinking of just using CraftStudio and PyxelEdit for my project. It’s going to be a rough and bumpy ride, but I’ve got a great friend (my brother) walking me along this path. He’s done the compo before so he is quick to ease my worry as well as fuel my fear.
Never before have I contemplated that I could even be capable of this kind of thing. I’m a writer, and that’s all I thought I could muster. This weekend is going to be REALLY fun. I look forward to getting to chat with some of you and playing your game!
please, no potato.
While we’re all waiting for the next Ludum Dare… Dan Dias will be hosting a CraftStudio-centered game jam on March 22-25 (72h, in team or solo)
Info, sign up and theme voting here:
For those who haven’t heard of it: CraftStudio is a project of mine, it’s a real-time cooperative game-making platform based around 3D boxes and pixel art (it costs 15 € during the alpha, runs on Windows & Mac with Linux coming soon). I’m furiously working on the beta version but the latest alpha works very well already
Just realized I hadn’t posted this timelapse of our jam entry recorded by Toinane (thanks!) here yet:
The first 16 minutes show us working an infiltration game (first 24h), but then as we realiezd we weren’t going to be able to do something fun and complete in the short time left, we decided to switch to a simpler, more directly fun project involving a dictator shooting tourists hogging his beach. You can start watching at 16:45 if you want to see the second project directly.
The software we used to work together in real-time is called CraftStudio (I’m the developer of it), it’s a blocky, pixelarty 3d game-making platform with a strong focus on being easy to use for people of all backgrounds / ages and featuring fully collaborative editing tools over the Internet.
If you haven’t already, you can play Beach, please! here. It’s fun, I promise.
We finally settled on a title: our game is called Porté par le Vent which is French for… “Carried by the wind”.
You can play it now! (don’t forget to tell us what you think in the comments and/or rate it, thank you!)
I set out to have a usable build of CraftStudio for Ludum Dare 22 in December. Missed the mark.
Made my first euro in March when I launched a crowdfunding campaign (which ended up being quite a success!) but couldn’t make it to Ludum Dare 23 in late April because I was still busy getting scripting & export working. I finally launched CraftStudio Alpha in early june, which allowed me and a bunch of friends to make the first ever CraftStudio game, called CraftStudioKart (made over the course of a week-end, now we’re talking!)
So, just over a full year after starting CraftStudio, I’m finally able to enter Ludum Dare with it \o/ I’m not sure yet whether I’ll be doing it alone (jam) or with a team (compo) but I’m very excited!
In order to celebrate, I’m running a free Premium week-end so that all of you can take CraftStudio for a spin and make a game with it for Ludum Dare. Mind you, it’s still very rough! Also, there’s no sound yet. But maybe you can cobble up something cool with it anyway.
Whatever your tools, have fun and see you all on the other side!
CraftStudio is built in C# using XNA and Lidgren. The client runs on Windows only (for now!). The server runs on pretty much any platform with Mono support.
People have been building & painting some dragon models to try and see if the modeling tools are good enough to build a complex model. And to see if we could do better than Notch . Here’s one of them:
So, what have I been up to code-wise?
- Spent a lot of time improving model editing. There are now transform handles which allow editing models by dragging stuff around. I had to go through lots of matrix & projection stuff, but it was worth it .
- There’s now an integrated news system in the client. It pulls news from the master server (which itself gets them from a SQLite database).
- Lots of improvements to the UI framework: smooth scrolling, text layout performance improvements, splitters to allow resizing panes, etc. The whole framework is available on Codeplex under the MIT license. Feel free to use it for your own projects!
- Mostly importantly, I’ve been working on map editing support for the better part of the last two weeks, and I just made a new release available. See for yourself:
Since I’m now working full time as an indie, I’ve also started working on setting up a company, but it looks like it will take some more time.
I have looked at payment processing platforms too. I’d love to go with Stripe.com which has awesome developer support and, it seems, a great team behind it. Sadly they won’t be available in my country (France) by the end of the month. I could go with PayPal but I’ve read multiple indie horror stories with selling unfinished products (Minecraft and Project Zomboid, to name a couple). If anyone has advice on this, I’d love to hear it!
So I thought I’d finally get involved with Ludum Dare on the next gamejam but this October Challenge is great and I’m working on my game/tool already so why not start now!
I’ll be working on a game tool named CraftStudio which someone called “the Minecraft of game engines“. It’s a multiplayer tool for making games, in real-time. Instead of just terraforming maps à la Minecraft, you can also build your own cubic 3d models collaboratively, paint them and (will be able to) setup your own behaviors, scripts and stuff. You could call it a “multiplayer low-end Unity” and you wouldn’t be far off! It’s for all of us people who like to craft games (& movies) just because we can, and I’m building it with newbies in mind! (you can tell I’m excited by the number of exclamation marks I’m putting in this post!!!)
Right now I’ve already pushed out a free pre-alpha build (that you can grab at http://craftstud.io/). The basics for modeling are in but it’s pretty limited. I’ll push (automatic) updates about once a week.
So, my self-devised goal for this October Challenge will be to get CraftStudio out of pre-alpha into alpha land, and start selling it at the same time!