Posts Tagged ‘deskphoto’
I did two things in preparation for this Ludum Dare.
I improved my game engine a lot in the recent days, so that I had something good to work with. That went nicely, I added a whole lot of things that I actually made use of in the compo.
I also did something I didn’t do for the last Ludum Dare, I thought about the themes a lot. I looked at the 20 “finalists”, sat back, and wrote one or two sentences about all of them. Well, almost all of them – I didn’t have any ideas for some… unfortunately, the winner, “Connected Worlds”, was one of those.
Still, this was a good exercise; I got to use my fantasy and be creative (which is fun!). Also, it wasn’t too bad that I didn’t write down an idea for Connected Worlds – a very basic part started to grow soon after the theme was announced.
The Compo Itself
I will split this into different parts, so that it’s easier to read and also easier to write
The theme is announced: getting a fundamental idea
This was a critical part. As I said it earlier, I got the base idea pretty fast – that is, two worlds in a splitscreen window, where you have to do things in both screen parts (worlds) to win the level.
But there was a problem arising: I had no plan how to push that further. Well, somehow I got to some jumping things, then I decided to make them slimes, and then they started to move to the right by themselves.
There was the game idea: move them in an intelligent way, so that they don’t get stuck. When one goes out-of-screen, the player has lost.
Still, this was a very slow process. It could have been faster. A LOT faster. You can’t really develop a game when you have no idea what you want to do, can you?
The first playable build, advancing from there
It took a lot of time until I had something playable. That was mainly caused by the missing ideas, I guess.
But after I had that, things were a lot quicker. I added more tiles, made the worlds’ backgrounds, and implemented power-ups (which I removed from the game later on, they were unnecessary).
Also, since I was livestreaming the whole thing (will talk about that later), I was able to gather a few useful ideas from my viewers. The most remarkable one is the eponymous rubber band between the slimes. This also added to the “connection” part of the theme. I am happy this was mentioned!
I absolutely loved making the graphics for this game! Especially the lowres ones, for example the slimes. This was also quite a quick process, with a nice outcome.
Sounds and music (first music I ever made!)
Making the sounds was also relatively simple with the help of Bfxr. The rubber band sound comes from an actual rubber band, though.
Creating a piece of music was fun! It also was the first time I ever made any music in my whole life. Considering that, I think I can be proud of the soundtrack.
Level design & testing
Level design is a completely different topic. That went horrible! I’m never going to make a game similar to this in any game jam – simply because of this one experience.
It really was a pain to do: paint some pixels on the level sheet, start the game, play the level, find out it’s impossible to do, change a few pixels, need 7 tries to get to the specific location, works, screw up on the next part, another 15 tries, make it easier, back to the game, …
I think you got the point by now. This, by the way, went on for probably more than 6 hours without a break.
Nope, not doing that again. NEVER.
Eating and sleeping
I slept way too little, nobody can prove me wrong. That resulted in my being completely dead when the compo ended. It likely lowered my enthusiasm, too. Although, if I had slept more, then I wouldn’t have made it in time I suppose.
Opposed to my expectations, I ate and drank enough. Heck, I drank even more than I normally do! But that really was necessary, otherwise I would’ve gotten a bad headache.
Some thoughts about livestreaming
Livestreaming is a great thing in Ludum Dare, it is both fun for the viewers and support for the streamers. So, it is a win-win thing, isn’t it?
Yes, it is – for the popular streamers at least. For people like me, who are not popular and also maybe new to the overall streaming thing, this doesn’t apply unfortunately. I got 5 viewers at one or two occasions, but that was it. I wish there had been a bit more people coming to the smaller channels as well. I mean, it’s about watching people make games, isn’t it unimportant who the streamer is?
After submitting my game, I still had about three hours left. I used these to watch a few livestreams. The people there have come up with absolutely nice ideas, I have to say! Well, then the compo was over, and the only thing I could think was “SLEEP!”.
Here I am now, after having slept way longer than I usually do. I am editing my timelapse footage and writing this ‘post mortem’, which literally feels like after death.
I am waiting for things to normalize again… it is a bit of a strange feeling now.
But more importantly, the overall experience during the compo, all that excitement and fun (I had a lot of fun! This post is just more focused on stuff I could improve, that’s why it sounds rather negative.) lead to the wish of repeating this.
I can’t wait for the next Ludum Dare! #LD31!
My LD48 attempt in progress! I’m posting some sneakpeeks. View this article for more screens and photos
Stream of progress here: http://www.twitch.tv/majko15
After two failed LDs in a row, I’m back with a vengeance!
This time I’m making a game for the Oculus Rift DK2. (Don’t worry I’ll think of something for those who don’t have one)
Oh and I will be streaming!
Category: 72h Jam (solo mode)
Tools: Unity 3d, Modo, ZBrush, Blender, Oculus Rift DK2, etc, etc
My previous games (it’s nice when I fail LDs that I don’t have to update those… sort of)
All set up. I just wish it didn’t start at 3am
Stole computer setup from work – check.
Comfy jammies – check.
I kind of wish LD started tonight – it’s 7pm over here in Western Australia, tonight is undisturbed, and I’m ready to get started. Guess I’ll have to wait
On the plus side, I now have these shiny dual 27s at home so I can conveniently watch the season finale of one of my “girly shows” on a nice big screen, before the comp begins and I feel too guilty to watch anything.
The day before LD would be a bad time to try out the Unity 4.6 beta right?
Also here’s a photo of my battlestation:
Can’t wait LD30, and good luck to all.
This is our first ever Ludum Dare, and my first time with this specific game engine. But I’ve messed around with it, and doesn’t seem too bad to use…
Game Engine: libGDX (Java)
Art/graphics: GIMP and a tile map editor
Sounds: MilkyTracker and FL Studio
Hardware: Intel i5 Computer with a lot of hard disk space…
Ducky Zero Keyboard (MX Brown superiority!) and some awful Dell mouse while my RAT gets fixed
Looking forward to playing everyone’s games!
Second “I’am in” to a Compo and this time I have a properly clear weekend so that I will have time to make more than I did last time.
I will be using Construct 2 or CraftStudio (getting warmed up right now so I will know soon.),
for graphics Paint.net and my Wacom Intuos,
for sounds BFXR and Abundant Music.
Here is my work space (so spartan +lots of cables and an unplugged HD)
And for entertainment a Blueberry flavored Scorpion Sucker………….
Hello Everyone! It’s my third time being on LudumDare. I’m going to enter 48 Compo and I’m going to use these tools.
Art: Adobe Photoshop CC 2014 and Adobe Illustrator CC 2014
Modeling (Possibly): Blender
Audio: BFXR or GarageBand (depends on type of game)
MacBook Air (Early 2014) 11″
CPU:Intel Core i5 1.4 GHz
Internal SSD: 128 GB
External HDD: 1 TB USB 3.0
Keyboard: Razer Black Widow
Mouse: Apple Magic Mouse
Headphones: JTS HP-535
Music: DI Radio (Digitally Imported)
I’ve also created tumblr recently, you can get me there at http://techblogogy.tumblr.com There I’m going to talk about my projects outside of LD and stuff like that.
Also I’ll posting some game updates on my twitter @techblogogy.
I wish you all good luck and I’ll see you at LudumDare.
P.S. My Setup:
This is us.
Is ending the productive day. Tomorrow starts the day of work, and there will no way to do the hard work of the game, so these are our final hours.
We need to finalize everything and test without stopping and publish the game.
Nothing like the smell of desperation in the early hours of the night.
My work stations. Will do my coding in Sublime Text on “Challenger” which is running Elementary OS Luna, a Debian/Ubuntu-based Linux distro with an attractive UI. Will use Endeavour if I need to use Photoshop or paint with my tablet.
I’m very fond of my Unicomp keyboard. I might actually get another mechanical keyboard; an original “Model M”, in the mail today if I’m lucky.
I pretty much feel obligated to do an “I’m in” post.
This weekend reeeally isn’t what I would call an ideal weekend for a LD, but let’s go!
Not much has changed on my toolset since last LD:
Platform: HTML5 (FTW)!
Browser: Chrome, obviously! I might test the game in other browsers before publishing, tho.
Os: Ubuntu 13.10
Engines/frameworks/libraries: I might use any of these frameworks/libraries, depending on the situation:
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 is way easier to solve). If I ever consider to any “real” art, I’ll probably use Gimp.
File hosting: Dropbox . I can’t live without Dropbox. Seriously, Dropbox. Need it!
Version control: WTF is this?
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.
Sorry, not enough time to make a cool VGM playlist this time…
As a compensation, enjoy a picture of my workspace: