Posts Tagged ‘final’
This jam entry was probably the most complete project we made so far. We had a lot of fun coding this short puzzler over the weekend. If anyone is having trouble solving the levels – we have uploaded a quick walkthrough above. Note that there are multiple solutions to some of the levels.
We made it!
You are a pirate, washed ashore on a deserted island after a shipwreck. The island is infested with snakes and a sparse vegetation of variably nutritious or poisonous fruit. Try to stay alive as many days as possible. Sooner or later your shipmates will come and rescue you… right?
My entry for the 72-hour Jam is now complete and up!
Completely forgot to formally announce my Compo game, so here it is!
Dinosaur Ranger Interview: Burrito Challenge SUPREME (DRIBCS) is a quirky, fast typing game made in Unity3D.
It’s the job of your dreams: dinosaur ranger. You’re on step away from living your life to its fullest. You’ve trained for years for this moment and all you have to do is pass the interview.
In a fit of foolishness, you snarfed down a huge burrito for breakfast, and now it’s trying to make its way out! Quickly type your responses, avoiding mistakes and try not to soil yourself!
I think this is the most tired my brain has ever been. I’m exhausted. Yesterday was busy, and today was super busy and stressful, but it’s finally over. Last LD I worked really hard at the beginning and had little work to do at the end, while this time I didn’t get much done at the start and got busier and busier as time went on. But, somehow, I made it! And so did all of you. I’m looking forward to playing everyone’s games once I get some rest!
Here’s a link to Spirit Cave:
I made a one button game using only ones in one hour.
It’s a vertical-scrolling space shooter, but with the option of nonviolence — you can only pick one ship out of your collection, and only one has weapons. But the others have their own useful abilities – use debris as a mobile shield with a tractor beam, or shove everything out of your way with a repulsor beam-equipped ship. Which will you pick?
I’ll write a proper postmortem later on.
Final game looks like this:
It is an asymmetrical 2 player (one with a mouse and keyboard, the other with an Xbox 360 gamepad) 3D fire sim toy thing. You only get one match’s life (if you’re player 1). Water and fire interact in the usual way. Strike the match on the rough rock to start. Points are awarded for tree/ house voxels burnt to the ground. There’s no sound.
This was my second ever game jam and I learned lots from this project – obviously fire simulation, but also the particulars of Unity’s particle systems and I’m sure lots of other things I can’t remember now.
Obvious bugs include the match floating up at certain times, due to unity’s physics collider. The match probably shouldn’t float on the water either…
I started lots of things that didn’t go into the final game – independent voxel fire grids that could interact, procedural generation of terrain. I guess the maths was a bit too difficult after nearly 28 hours of programming for my brain! I really shouldn’t have eaten so much sugar. Maybe next game jam I’ll remember!
SUPER SNEAKY SAMPLE STEALER
A game about exploiting the usage of free samples by stealing clothes
GET FREE SAMPLES
GET ANOTHER FREE SAMPLE IN YOUR ELABORATE DISGUISE
DON’T GET CAUGHT
I have no idea what made me create the game in the style it is. I have never done anything in this style. Why did I do it. Probably the lack of lemon squash. Dangerous thing, lemon squash starvation.
The game is available to download on Game Jolt, as well as the soundtrack too for those who have hungry ears. You might want to get your ears checked if they are hungry though because they shouldn’t have stomachs.
ANIMATED IMAGE THAT MOVES
WOW YOU SCROLLED ALL THE WAY DOWN GOOD JOB IS YOUR FINGER HURTING
Hey, I tried uploading screenshots but the only time it worked was when I reduced it in quality and size to 1280×720.
But now I can’t upload any new ones or replace them, even if they are only 800×450 px.
Maybe know something that could help?
Papaya is finished! Click the above link to Play!
This was my first entry into a Ludum Dare, And I had a lot of fun with it.
I felt at the start that “You only get one.” Was a bit of a limiting factor, but decided to hop into tile-creation and general artwork for the game. A few hours in I still had no idea what I was making, or rather what the main plot or mechanics would be.
I ended up deciding on my main character however; Batty, the Bat. But this was not enough, I needed motivation – And what better motivation is there than “Papaya!”. I swear the word carries no meaning for me anymore, I have uttered it so many times whilst creating my pixels and organizing my levels.
The game was created in Construct2 and Photoshop to run natively in most new browsers. Since this was my first game I decided that working with a framework would be beneficial. Adding to that I mostly have experience in tileset design, so if I was going to get anything working in before 48 hours, I needed to rely on my strenghts and leave the coding to a framework.
I hope you will play it, and I hope that you find it to be a mildly enjoying experience. It is a short game, it is a simple game. But I like to think it has atleast one decent joke in it.
Thank you for your time! And to those of you still crunching towards the time limit; Go go go!
The last two days have been crazy. It’s been a while since I’ve worked on a game, and I was nervous about jumping into a game jam while my skills aren’t up to par, but I am extremely proud of myself and what I built.
What did I build?
Well, I built a game called Tumbling Towers. I’ve come to call it a reverse Tetris/Jenga style game where you receive a random block and you must build up and try to not knock the tower down. The goal of the game is to build as high as you can and score as many points as you can.
Where the theme “You Only Have One” came into play is where you can only build with one of the three materials in the game, and you can only build in one direction (up); (yes, for some reason I instinctively ended my sentence with a semi colon there… the two days of heavy coding must’ve drilled that into my head much, much more.)
Sounds cool, where can I play it?
It wasn’t just me who worked on the game, I got some late assistance from a good friend of mine, who did some of the art last night. (Just the building blocks). Also, I used a friend’s music he made for the game.
I’m not really sure. I really want to continue the project and make it more clean, pretty, polished, etc. and maybe release it on iOS/Android. A few of my friends have been playing it pretty often and have been enjoying the builds I was sending them, and I think it can be a pretty fun game to play on tablets. It needs some optimization for them, but it can be done.
When I decide to jump into doing that has yet to be decided, but maybe early January once I’m done with my One Game a Month project for this month.
If anything, I might use this as a base for a Physics based puzzle game I had an idea for a few weeks ago. It could go hand in-hand with it.
What did I learn?
This is something I want to write down to allow myself to reflect on my skills and learn how to improve next time I work on a game.
Art - Art isn’t my strong suit. I should have found an artist at the beginning. The artist I worked with mid-way through only had enough time to do work for a small bit of the game.
Scope - I applied a rule I made for myself long ago, which was to keep it simple and not go out of scope. For once, I followed the idea of just creating a simple mechanic and working from there. For game jams, this works wonderfully well. Definitely something I’ll consider again next time.
Testers - This was the first time I actively put out builds during a game jam. Twitter friends as well as my personal friends were more than willing to test out the game in it’s early phases, which helped me discover a bug that wasn’t showing on any of my 3 computers. Test early, and test often!
Programming - Holy crap, I programmed this entire thing?! I still don’t believe it. I know C# and Unity, and have made things before, but never completed anything. I consider what I did a completed product, even though it has it’s obvious flaws. This has boosted my morale and while I know I can’t take on a super crazy, out of scope project just yet, I do know I can create simplistic games in Unity 3D.
Unity’s 2D is Really Easy - Oh yeah, Unity has a really easy 2D system. I thought it’d be a bit challenging, but it works extremely well and is easy to pick up. Definitely using Unity’s 2D development tools from now on.
Until next time…
Well, that’s all. Thank you Ludum Dare, and the Ludum Dare community. I made some good friends during this jam that I didn’t expect to make. It’s been fun chatting in the chat rooms, checking out everyone’s live stream, and tweeting with you all while I took breaks and relaxed. I can’t wait for the next one and am happy I finally have a completed project for the Ludum Dare/Jam.
Time for me to shameless plug myself:
If you’d like, please follow me on Twitter. My handel is @AngryFacing.
You can also check out my website, http://mudry.me, which I’ll be updating with game development blogs, and so forth. If you want, you can also check out some of my shipped games and other projects.
Thanks again everyone and see you all next jam!
Oh, I recorded myself doing a lot of the development. If I can pull the videos from my Twitch stream, I’ll post a time lapse.
I’ve decided to release early; minimum viable product is the trendy phrase, but the truth is that I’ve been rather ill all week and I would rather release something than throw in the towel. #YOGO and #NOKILL were a great combination to get the creative ideas flowing; it has been a great experience!
“COIN – You got only one” is a micro-investment simulator.
What will you do with your only coin? Buy a hotdog, hear a busker song or throw it into a sewer?
Choose well, you have only one chance.
What would others choose? Check out stats at the end of the game.
There’s not much of a gameplay, but I enjoyed drawing the characters and after a series of code-heavy Ludum Dares, this one was a treat. I made it in 10 hours (my awesome wife helped me a bit with sound effects and played the busker guitar song).
As a first timer I have found the first four rounds of themes to be really interesting; many of the suggested themes had my creative mind working overtime, even some of those that didn’t reach the final round.
I’m really glad that ‘silly’ themes like Bieber 4Evar and downvote me did not make it to the final list. Common sense prevails!
Of the final round, I’m really hopeful for You Only Get One as I have a fun little concept in mind, but I’d be very happy with Night and Day. Death is Useful could be good too. If none of those come first? That’s okay too!
I did it! I finally did October Challenge!
Play Ping Pong live with your friends right on your phone with TapPong!
TapPong is a fun 2-player table tennis game in which each player can swing his paddle by tapping on the screen. Each player’s goal is not to miss the ball, if he did miss the ball the other player gets one point.
In order to start playing tap the screen once to serve the ball and tap again to swing the paddle.
*** Even more fun when playing on a tablet! ***
Exotic musics and sounds by Omri Lahav.
It was a really fun challenge and I finally I understand the whole process of making an applicatio\game from scratch and taking it to the market (more to come ). I made the game using HaXe and OpenFL which made my life really easy, and the graphics were made using Inkscape.
Only the last and important part of the challenge is remaining… making some $$$
Here we are! LD27 has ended. It was a great first-time event for me, so congratulations everyone, and thanks for rating, commenting either below my game of below my post – and of course, thanks for entertaining me on twitter while working!
However, I’m a bit disappointed with my final result. I know, I know, it’s fairly good for a first-timer, but I thought Hackfield was better.
#227 Mood – 3.23
Okay, well…I have to admit that this is a kinda great result! Even though I expected at least 3.5, this is nice! I was almost sure that I’m gonna be the best in this category. I did what I could to do it the possible best, so that’s why I expected at least 3.5.
#343 Innovation - 3.27
It’s easy to understand. I mean, Hackfield in gameplay aspects is not more than a simple 2D “find-the exit” game, with some extra features. All those extras come to Mood.
#459 Theme - 3.28
In fact, this is the highest point rating in the list. Obviously, since the theme was involved in the game – but nothing special. I mean, there might be quite a lot of games that changes only the playground after 10 secs.
#466 Humor - 2.40
For what?! Why don’t you select “N/A” in cases where you can’t rate an aspect of a game?! Move on.
#569 Overall - 3.04
Well THIS was almost shocking! Maybe the fact that Hackfield works only on fullscreen and 1280×1024 resolution made this score so low. It’s still kinda low, though. Being better than 1600 games overall is not that hard, as we are thinking about the amount of mediocre/low-quality entried. By this, I want to say that most of unique and well-made game have got a better rating than Hackfield, and it makes me similar to some not-as-well-made games. And it makes me a sad panda…
#626 Graphics - 2.77
Well, yeah. I didn’t work much on it. Also, tiles are confusing. So it’s kinda fair, even though graphics was literally downvoted.
#666 Audio - 2.33
Siniter placement! Also, lowest score. What would you give for five 8bit-esque sound effect that were added in the final 30 minutes?
#879 Fun - 2.52
Okay, and it was the actually heartbraking rate. Last placed aspect of Hackfield is fun?! Does it mean that for most people (out of 51 at least) found it boring, or at least not fun…the nightmare of the developer. But I deserved it partially, since some aspects of the game is truly hard. Especially security level 6 that even I couldn’t complete yet!
I’m a bit disappointed, but making Hackfield was definitely a great experience (even when I was close to heart attack beacuse of the combination of immortal bugs and stress) and I can see why I deserved such ratings. Can’t wait for December, to create another game for LD#28!
PS.: I think I should really start to work on Hackfield: The NetField Update…
When i went into this, my first LD, i wanted to learn some new tools (PIXI.js) and did not want to tie myself to a certain type of game, so i did not prepare myself at all, i just checked briefly what tools are out there, and that was it.
Even though i still think it is good to keep an open mind/options, boy was that a bad idea.
As i was starting from scratch, only with this one library which is more a canvas wrapper, i had to do everything myself during this 48h, the collision detection (hm, uh, how about using Box2d for js instead) the player movements in space (same there) game mechanics and logic (hm, why not using a Game Library or at least a Framework), sound, hm, yes, lets just reinvent a sound library too (didn’t happen, not enough time).
So when i tried to dig up my high-school geometry knowledge at 3 in the morning to calculate the movement of my objects and the rotation of the planet, i went crazy. Noooot a good idea to wing it at 3 in the morning after long hours of programming before.
So next time, i definately will use more tools and libraries, because, why reinvent the wheel when we are here to make games…
So if anybody reads this and thinks of participating for the first time in LD28, prepare yourselfs, it does not mean you don’t really make the game in 48h, it just means you know your tools.
Oh, and if you want to see what i ended up with, feel free to check my entry (barely) to LD27
This is my fourth Ludum Dare entry! The only way I can really describe how it went is SortaOKGoodNotBadTerribleFantasticNo.
It didn’t really come out as I had envisioned at the start, but then again it never does. Even though it came out as something totally different, I’m actually satisfied with it as it is!
Stuff that worked:
- The game! Even though it’s very tight on graphics assets and levels I think the outcome is fun to play and I enjoyed playtesting it 2 minutes before the deadline.
- Using pxtone again; I managed to make all the game music and melodic sounds within the last 30 minutes of the compo.
- Skeletons. Skeletons always work.
- The particle effects! The ones coming off of the player were originally me testing the particle engine, they stuck and I made them look a ton better. The skeletons exploding into a lot more bones than they actually have is hilarious and will probably never get old ever.
- Player physics, I did a lot of tweaking on the first day, liked it and stuck with it.
Stuff that Definitely Didn’t Work:
- OGMO EDITOR. God jesus I hate everything about it. It closes all your open levels every time you want to add a layer/tileset/entity and forces tiled placements of entities. Not to mention it had some interesting bugs such as throwing an exception as soon as anything has a space in its name and you try to save.
- Don’t code games while watching TV. I code like 3x slower.
- Leaving the levels till last minute. I only had level 3 (was originally only going to be the test level) done until 1 hour before compo end, where I had to make fun levels and test them as a batch process for 30 mins before music. Because of this the game only has 4 levels. :’(
- Wake up earlier during Ludum Dare. Those extra hours could have been more levels/an actual background tileset/more enemies!
Stuff I enjoyed doing:
- Designing levels with a tool like Ogmo Editor and writing the parser was actually really fun, despite the tool being not what I needed. I’d like to find and use a better level designer for my next ludum dare game, if it happens to be tile based.
- The particle system was really fun to set up and play around with, but maybe I shouldn’t go so overboard with particles next time.
Though despite all this, it has still been a blast, and I’d definitely do it again. Since I didn’t make it in last time, I’m extremely chuffed that I managed to create this game in the time I forced myself into, and from what I’ve played so far, you guys should be too!
javasctpript + htemml5 5 ever
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?