Posts Tagged ‘flash’
Hey it’s Jack again,
So for he upcoming ludum dare, it is my understanding that we can use game engines that were produced before the 48h period. Since I’m planning to use mine, I wanted to release the code. It’s now on an open source license, and you can shoot me an email if you want some help on how to use it.
The engine simply consists of saving Flash vector drawings into a bitmap at runtime, and reuse it later. It’s a common trick for boosting performance in Flash, and I’ve been using it lately.
When I first saw that there’s some October Challenge on LD page, I thought I don’t have a time for this… But then I read the rules and realized that I am already working on a game that fits this challenge! It’s a flash game I started to make in July and I already have planned to publish it on Kongregate this month, and eventually earn a few bucks. I must say that participating in last two LD’s (#26 and #27) was a big motivation for me to keep working on my game (not to mention the experience I gained). The thing is that this game is already about 95% done – I just need to design last two worlds and do some final polish – but I hope it is still ok for the October Challenge.
Well, something about the game now. The title is
The Ancient Eye
and it is some kind of shooter/defense game. Basically you are the giant, ancient, magic eyeball and have to fight against hordes of different enemies that come in waves (there would be 10 worlds, 6 waves in each). After each wave you visit the shop and buy weapons – and that is the most important element of this game. Diffirent weapons have diffirent powers and strike areas, so you have to choose the most suitable weapons to deal with different enemies types and their configurations – and this is the key to victory. Sounds easy, but you usually you don’t have much time to think about strategy when you are surrounded by enemies. Enough of speaking, here are some screenshots:
Level selection screen
Some in-game screenshots
Statistics displayed after each world
and weapons book.
I think I will publish this game in about two weeks – so stay tuned!
Time for our post-mortem
I won’t re-introduce the team, you can go to our “we’re in” post for that. Basically there were 3 of us and we’re pretty awesome!
So what happened?
Well, we made a time-bending tower-defence game called “10 Second Onslaught”. It’s about an onslaught you see, and the onslaught in question lasts 10 seconds:
The game wasn’t really “finished” after 72 hours even though it’s completely playable. I’m actually glad we were over-ambitious though: it’s a good beginning and something I’m still working on (in a separate branch of course )
What went well?
The art pipline was probably the one thing that went particularly well. Thomas is really a 3D artist, so soon reverted back from pixel art to making models and rendering them to bitmaps. To speed things up I wrote a couple of little ImageMagick scripts to mirror and then stick these images together into sheets. Then it was just a matter of using the haxelib spritesheet to have animated characters in the game
What went badly?
For various reasons, mostly the technology (OpenFL) being something only I had ever used before, I ended up writing a majority of the code, which is just stupid. Next time we’re going to have to organise ourselves better.
Read on for a rather long discussion of OpenFL, including comparisons to Unity 3D and Löve 2D…
Hi! This is my forth game here at LudumDare.
After the theme was announced, many game ideas have gone through my mind, but they all had in common the frenzy. From “Frenzy” to “Escape” was a short step. But an escape, with no puzzles to solve it is not worth to be played.
In recent times, I wanted to get away from the classic platformer with a side view, so I switched to a top view camera, which allows me to create, among other things, puzzles in the Zelda style: a game I love. At this point then, ten seconds could represent the crossing time of a single room.
As a background I chose a castle because I love medieval environments. Puzzles was strongly inspired by a lot of other retro-games. So you can push a crate and insert it into a hole to pass over.
The first half of the first day was spent in creating the graphics, tiles and sprites. The second half I started to write code, using ActionScript3 and Flashpunk. There was no story yet, so I focused on level design. Spears, crates and buttons were my first game elements.
The next day I created few rooms to test the game mechanics, and immediately I noticed that 10 seconds were really a little gap of time. After a room restyling, they became beatable, really hard, but beatable.
At first the game was meant to be a compo entry but some “annoying commitments” on the 2nd half of the 2nd day have prevented me from finish the game in time.
But “every cloud has a silver lining”, so I decided to convert my compo entry in a jam entry, and, asking for some help, I found a talented musician (Werto), who created for the game some awesome tracks! Another collaborator instead, Skab Graphix, was the creator of the beautiful title screen (with in-game graphics).
In the third day I add a plot (minimal but effective), that you can read on the next chapter, holes on the floor and the possibility to insert a crate in a hole. I also painted some falling animation for knight, crates and floor itself. Music and sounds were added a few hours before the dead line.
You are a generic brave knight (I give him no name yet) and you have just found a treasure in an abandoned castle. Unfortunately the lord of the castle, or rather his spirit, doesn’t want you take his gold. In addition, he wants to do with you a strange deadly game. You have only 10 seconds to pass through a room, before the floor collapses under your feet.
What went right
- Graphics: I love pixel-art and I like to produce new characters and environment tiles. These are not my best works, but they are still good for a time-limited LD entry. Animation of the knight is nice, especially the side view.
- Sound: I really love Werto’s tracks, that enrich the game very much!
- Get rich or survive: this aspect has amused me very much because it seems many players wanted at all costs to take the gold that lies at the center of the first room, but, overloading the knight, appeared virtually impossible for them to complete the game. Many of them rage-quitted the game (and that’s not so good ), others enjoyed this freedom of choice.
What went wrong
- Difficulty: as I have read in the feedback, certain rooms were very difficult for many people, and that made me sad because I think he had an influence on the overall opinion of the game.
- Level Design: I wish I had more time to put many other rooms into the game.
Since a lot of players think the game is impossible I want to help them to complete it, providing a walktrough!
*WARNING*: This is a walkthrough video and it includes ending sequence.
If you have some free time please check my game and gimme your feedback, I will appreciate your opinions.
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!
We released our game ‘Mr. Moore’s Last Seconds‘ here on Ludum Dare as our entry for the 72 hour jam. This game was made from scratch with no used or re-used assets. The interesting thing is, that we actually posted the game on NewGrounds, you know, just to see what the community over there would think. The creator of ‘Clockwork Cat’, ‘Captain Jack’, ‘Pull The Wire’ and more also did the same. They got the same result! I don’t know about those guys, but I’m overjoyed that our game got Front-Page on NewGrounds. Also, when we thought it couldn’t get any more awesome, Adobe decided to announce it as the ‘Gaming Rocks Pick of the Week’. The game has ~25,500 as of this post, and for us, that’s a huge achievement.
We created a small team called ‘Hexaton Games‘, and we would really appreciate it if you followed us on either Facebook(link) or Twitter(link)! If you have played the game, and you like it, the you would be doing us a huge favour by supporting us and getting the games OST for only $1 (link). We really do hope to make some more awesome games for you guys.
Anyway, I guess the main purpose of this post is to encourage the Ludum Dare developers to post the game on NewGrounds, try and get a little attention from it. I mean, you deserve it, you made a game in 72 hours, and you should all be damn proud of yourselves no matter how big or how small it was. You actually made a game. If you didn’t, or you didn’t finish in time, just try making your ideas a little smaller until you know you can develop them. We personally can not wait for the next Ludum Dare!
You can play the game at NewGrounds HERE!
Joey (Hexaton Games)
If you haven’t already, please play and rate our game, Hyper Furball!
This is my 5th Ludum Dare entry, and my second time working together with my artist xellaya. Things came together really nicely, and I’m really proud at what we managed to do in the 72 hours. Here’s what the game looks like:
Let’s go over what went well and not as well this time around…
What went well:
Settling on a good concept
We threw quite a few ideas around before settling on our sidescrolling RPG with the “hyper mode” mechanic. Initially we were thinking about doing a Warioware style 10-second minigame collection (nothing new, but probably still fun), and were also seriously considering doing something along the lines of Off the Leash. The idea thee was that you keep running to the right and have various obstacles and powerups that slow you down and speed you up, and you have 10 seconds to reach each checkpoint. I was all set to start working on that when xellaya pointed out that there really wasn’t anything new about what we were making. I thought about it some more and I agreed that it probably…wasn’t that exciting. Friday night came and went and we still weren’t sure what we wanted to make, but eventually my train of thought went to “we should make the 10 seconds as intense and crazy as possible”, and from there I got the idea of a side-scroller where hyper mode basically involves you steamrolling a whole bunch of enemies and leveling up a bunch. It ended up working really well, and I think it uses the theme in a way that’s clear, functional, yet non-cliche. Awesome.
Liberal copy-pasting of code
There’s kind of a delicate balance when it comes to high-speed coding. You don’t want to be clean and neat with everything, because it just takes too much time, and you’re only working with your code for one weekend anyways (not to mention, I’m the only coder here)…but you don’t want to be -so- messy that you end up introducing bugs and making things hard for yourself. I ended up copying a lot of code from my LD26 entry Minimalist Mayhem, which I also did in Flashpunk, and that sped things up a lot, as I already had code for flashing the screen (with fadeout), and I didn’t have to think about the proper way to create/recycle objects in Flashpunk or anything like that. There was also just a lot of one-off code that ended up getting duplicated, like the code for the parallax backgrounds–after doing that once, I just copy-pasted it each time xellaya finished a new set of backgrounds and I didn’t even have to think about it. Yes, messy, but as long as you’re careful, it all works, and it’s fast.
So many, so many Ludum Dare games are lacking in polish, but it makes such a big difference. It’s what makes your game seem AWESOME. That’s why it’s so important to pick something that you can execute easily, because once you finish the main execution, you can spend all the rest of your time making you game look pretty and fancy and smooth. Screen transitions, sound effects, cleaning up your UI…all these nice little things really add up. I’m really proud of the intro and title screen, for example–first impressions really count! I was really excited when I put in xellaya’s graphics for the title and synced it all with the music…so proud! Did I have to implement a jukebox screen with scrolling backgrounds (that cycle through the 4 different levels!) and colored stars flying around? No…but it’s really neat and awesome, right?
We really worked together well this time…I’m an LD vet by now, so I know how things go and I basically didn’t run into any big hiccups at all, aside from a FlashDevelop “out of heap space” compilation error which disappeared every time I restarted Flashdevelop (phew!). I even hacked the Flashpunk Text class to get the outline effect on all my text! I’m comfortable with Flashpunk and I’ve gotten really really good at making game soundtracks in constrained time periods now–in total, I wrote all the music in around 7 hours’ worth of time! (all that training from One Hour Compo paying off!) xellaya was also much more set up for things this time and we didn’t run into any of the miscellaneous troubles that we had last time for Marriage Quest (pngs being exported without transparency, etc.). We used Dropbox to get artwork from her machine onto mine; don’t know why we didn’t do that last time. It’s important to play to your (or your team’s) strengths when you’re thinking up a game…xellaya likes drawing cute things, and I really excel with 9-bit chiptune music, so it was great that we ended up with something that allowed us to use our talents to their maximum potential.
We both had the whole weekend to work on our game, which was awesome. No other stuff to worry about, no imminent tests or projects, no getting sick, etc. Awesome.
What went not quite as well:
I did better than last time (Minimalist Mayhem just had a single huge screen with all the instructions on it)–I was especially proud of the “mash space” animation that shows up on screen the first time you enter hyper mode. But the level up screen isn’t really that intuitive…in fact, the checkboxes ended up making everyone assume that you can use your mouse to click on them. Which…still confuses me, to be honest, but maybe that’s just because I’m an oldschool console gamer and I think everyone else is weirdos in the way that they think. I don’t really know how this could have been better, but I didn’t spend that much effort really thinking about it. I guess I’m just not that great at UI design. xellaya didn’t really have the time to think about this either, though, so in the end we just did what we could, and I think it’s at least functional. It’s not great, but probably not -bad- either.
The gameplay for our game is…”decent”. I wasn’t entirely happy with the simple attack/block mechanic that I had going on for normal combat, but I knew that it would end up being okay in the end because that’s not really the focus of the game anyways–the focus of the game is having fun with ridiculous crazy hyper mode! Still, I wish I could have made normal combat at least a bit more interesting somehow, though I’m still not sure exactly how I would do that. I think in the end I didn’t have time to push for enemy attack variations or anything like that, and xellaya didn’t want to do a lot of animation…if we had spent more time on this, the polish level would have suffered. So this is not really a mistake, per se, but still wish it could have been better. This is probably the main point that might hurt our ratings.
Not Enough Playtesting
Yeah, yeah, super common problem. This always happens, really. It’s important to get feedback and have people play your game, but…when your heads-down trying to cram in the last few features (Breaktime mode!), it just ends up by the wayside sometimes. I think I really lucked out that the game isn’t horribly unbalanced (at least, in a way that makes it not fun), because I really didn’t have that much time to spend on that and tweaking the enemy strengths and the upgrade requirements. I did spend a -decent- amount of time on it, which is why leveling up takes about the right amount of time and everything, so I didn’t do too bad here. But I feel like this was a danger area that I managed to sneak by on.
All in all, we did a great job, and I’m really proud of how things turned out. Our game is quite fun, and I’ve been trying to see how fast I can complete it using no continues
Please leave your feedback and comments! Oh, and go check out the soundtrack download too!
Well our first LD is over, we’ve made our first ever game together as a team, and we’ve got the obligatory platformer out of our systems
Technical stuff: Made with Haxe 3.0, Flixel, Flashdevelop, GraphicsGale, sfxr, Autotracker, Excel.
What Went Right
- We finished a game in 72 hours without killing each other!
- The toolchain worked really well, Haxe, Flixel & FlashDevelop felt very familiar despite not using any of them before the warmup.
- Use of Microsoft Excel (hardcore mode!) as a level editor. There are obviously some very good tile map editors out there, but learning them would have taken way more time than setting up a spreadsheet with some conditional cell colouring.
- Bringing in a third person for brainstorming and powerup graphics on the first day. Thanks Graham!
- We anticipated that the main source of bugs would be unexpected interactions between multiple powerups, and set time aside to get this working properly.
- Almost all of the powerups we came up with initially made it into the final game.
- Staging the powerups and level progression to ease the player into mechanics without explicitly telling them. Combining different powerups gave us a clear sight of what obstacles a level needed to have, and a convenient “to-do” list for the 20 levels we built.
- Targeting web – easier for people to play off the bat, rather than having to install or download or compile, it just works on most platforms. Having never built a Flash game before, this was surprisingly painless.
- The platformer controls and the level design we thought went well, it felt polished and enjoyable to play, even when getting squished every 5 seconds
What Went Wrong
- Difficulty with scaling the character & collisions, as well as the timestep changes interacting poorly with the collision logic in Flixel. Getting it running at 60 resolved most of this, but there are still spots where a random bit of wall will just make you explode.
- Lack of experience with the IDE & HaxeFlixel meant the initial setup wasted about an hour.
- Music was a bit of an afterthought, we tried a few different packages to create the music eventually settling with Autotracker.py.
- Collisions. The collision logic wasn’t quite doing what we expected it to, and we wasted time re-implementing certain collision features that were already present in Flixel.
- We had smooth interpolation for the scaling of the character, but had to take it out as the player kept getting stuck in walls during the scale change. In the end we had to bodge in level-specific fixes.
- Not understanding transparency in GraphicsGale – a lot of time was spent sucking the backgrounds out of sprites using Photoshop.
- While we’re pleased with making a platformer that feels nice to play, the genre is obviously well-worn as a Ludum Dare standard. We defaulted to this because we knew we could get the game finished in the 72 hours, but it’s kind of old hat to people who’ve been doing LD for a while.
What We’ll Do Better Next Time
- Familiarise ourselves more with the tools, as well as deciding in advance what software packages we are going to use rather than flailing around!
- Artwork – practice creating artwork for next time, it had been a while since Bob had done any serious artwork and the simple 5 minute sprites that we knocked out were OK, but could have been better. Paul plans to learn some pixel art techniques too!
- We need to have alternatives for different game types, HaxeFlixel was good for rapidly building a 2D game, but it would have been nice to have the option of 3D.
- Work out how to use Flixel properly, rather than having to hack bits of code together to bend it to our will.
- Get together some flexible game ideas that we can adapt to the theme, instead of just defaulting to a platformer.
Please play our game, and let us know what you think!
Watch our timelapse video!
Play these awesome games that we’ve tried over the last few days!
Hey Guys, makehimanoffer here. This was my first actual Ludum Dare jam thing. I’ve done plenty more jams before though. But alas, this wasn’t my jam at all at all. I didn’t really like the theme at all. 10 Seconds was sort of annoying with whatever coming to your mind being: like X but in 10 seconds.
Like I had plenty of ideas, but with regards, implementing them.
You’re about to OD on acid in 10 seconds, so you have to take more acid to extend your perception of time. Platformer where more acid = more powers. But I quit it after I got platforming in because I was meh about the whole thing.
Like the first one but as a topdown roguelike similar to binding of isaac. But there’s already a binding of isaac so I didn’t bother continuing on past room generation.
This one I liked, but I really felt was missing something. And I will possibly expand upon it later. You’re present with a button and over the course of 10 seconds a bio of a person is give, you must decide whether to push the button and kill them or let them live. If the death is just you gain points based on when you pushed the button. if not you lose points.
It was cool concept. I could definitely expand upon it in an interesting way. But for the most part coming up with the bios was alot of effort. For something where I feel the emotional impact of what you were doing was lacking. More Design is needed.
This was basically a way of trying to have some fun. It was called Tense Conditions. And you basically would masturbate on a house by pressing space rapidly. Would have expanded. But got sick of the effort of this. In case I scrapped it tomorrow.
So that basically rounds up a fairly meh experience at Ludum Dare. Wasn’t a fan of the theme. Bit me in the ass this time round.
Oh well. I’ll be back for the next one. Cheers
A days work from my first Ludum Dare …
I’ve been streaming it all here
Yes, I’m in too! (so plug your noses:)
This will be my third attempt!
I’ll be using Flash and pure Actionscript 3 – no frameworks and other’s libs.
As usual I’ll give you advantage as I am starting with sleep again not before I see the theme (at 4 am : )
There is something special to think about theme and game concept while falling asleep – You wake up early in the morning before the alarm and you can’t wait to throw some pencil trails
Well, I’ll gona do this. Just prepared this soundFX tool – from my previous experience there is never enough time for integrating sounds.. It’s a singleton class that handles both sound effects and music loop.
I was really pleased with my game last time, and hope to do even better this time around.
Graphics: Pyxel edit or Pickle
Audio: Have no idea. I will have to improvise
Caffeine source: V
Distractions: Sleep and talking my dog for a walk
I am also hosting my source on GitHub, and screen recording with Chronolapse.
The April Ludum Dare always seems to fall around my birthday so is not really a good time for me, so I really have to make the most of this one.
Well, this is the first Ludum dare I will take.
I will use this short of tools:
Language: AS3 (so people can play the game on the web).
Libraries: Spiller for AS3 (A port and improvement on Flixel AS3)
IDE: I will be using MAC and OS X so Flash Builder.
Music and Sound: For audio I will use bfxr and maybe Audacity.
I hope I can at least achieve something playable .
I released the spiller-as3 to the public so anyone could use it in case they needed it:
Good Luck to every one!!
Above I’ve created a basic pool manager for AS3 for using object pooling and keeping it efficient! Hope this is useful to some for next weekend.
What is object pooling?
Wikipedia describes the object pool parttern as:
The object pool pattern is a software creational design pattern that uses a set of initialized objects kept ready to use, rather than allocating and destroying them on demand. A client of the pool will request an object from the pool and perform operations on the returned object. When the client has finished, it returns the object, which is a specific type of factory object, to the pool rather than destroying it.
Hey! I don’t know if any of you have read my posts from the the past, but a couple of months ago I was going through some stuff when the last MiniLD rolled around, and I (foolishly) entered with very little experience of Flash, or ActionScript (the main way I was making the game. :/) this sort of left me in a rut of motivationless pain. No, but seriously, I just didn’t feel like making games for awhile! So, I took some time out and played (a ton a ton like too much for a normal person never get into CS it will murder your family’s babies) some Counter Strike. That, with a mix of watching my friends make stuff was able to get my creative personality going, enough to get back into the swing of things. I got up to chops with Python + Pygame, and I am now learning C++. So! Enough about me! To The LD!
This LD I am most likely going for a text based game in good ‘ol C++, probably something stupid like “What’s your name? ” Or something childish, anyway, I am still learning. Shush. I will do just straight C++ and compile a Windows Executable.
(There is a possibility I will have cross platform support, still working on it.)
See you in the Jam!
Decided to work on sorting a little bit of base code out today. Unlike the past Ludum Dares I intend to use Haxe rather than C. It’ll be interesting to see how the results differ when I don’t have to chase down rogue memory errors for several hours or implement basic data structures. All the other nice things Haxe has to offer will without a doubt come in handy, too, and targeting flash will hopefully make it easier for everyone else to play the game!
The image above depicts the preloader, I may have gotten a little carried away with it during my struggle and eventual failure to get embedded fonts to work in a haxe preloader… I’ll hold off posting the base code until closer to the compo in case I make any changes to it.
This is hard. I am making a game called Save The Cores, and I am worried I won’t be able to finish. Going into this, I knew things wouldn’t be super easy. I am using Flash and Action Script, I have barely any experience with Flash, so that was hard in it of itself. In retrospect, not the best idea.
Also, recently I have been having some personal problems, and I have been having trouble making games. I am sure this is a problem that a lot of indies face, but being a teenager, mine might be worse.
Anyway, update on Save The Cores, I have collision up. Which is a massive pain with Flash, it reminds me of the time I tried to code a calculator in year five. Just a ton of if statements and hitTests. Sound is a pain in the ass in Flash. It refused to use the music my musician made, so I might not even have sound. I’ll try and finish, but no promises.
For this Mini LD, I thought I would do something I have never done before, and use Flash. I only have a few weeks experience with Flash, which most would say is not enough to just dive and and roll with. While this may be the case for most, I have made more with less before.
So, my game, right. Since the theme for this Mini LD is the destruction of earth, I immediately thought of space for some reason… Although the story isn’t exactly clear for this game yet, you have been chosen to be the hero responsible for saving planet earth. In order to save the planet, you have to travel around a spaceship and collect cores. Hence, Save The Cores.
I was only able to put in about two hours today, but I should be working most of tomorrow.
I have semi-smooth x-y movement working, haven’t gotten collision up yet, but I have a good prototype for collection of cores.
Next would be collisions, then story, then fleshing out the level a bit, maybe some music in there somewhere, I hope this turns out well!
Game as it is now.
Now to get some sleep. (T_T)
The technology behind
This Ludum Dare I only could spend one day for making a game and I wanted to try out a new technology (HaxePunk). Usually that’s not a good idea for a time restricted jam, especially with restricting oneself even further.
Working with a new language and library worked surprisingly well. Tuning down the scope of my game probably helped, but Haxe seems to be quite a convenient language to work with. The HaxePunk library was a great addition to have quick results, as most of the basic engine stuff necessary for my game was already in there.
For creating some ambient background sound for my game I had a nice idea: As it is finally spring now in Germany, I wanted to record some spring sounds, like birds. I did this with my phone, which worked pretty well. Unfortunately transferring the file into Audacity did something very strange to the sound and it was too late to figure out how to solve it. That is the reasons the bird sounds seem more like from a jungle than a mid-European garden.
What’s that game about
As mentioned, I didn’t have the full 48 hours, so I had to come up with something really simple. The basic idea has some resemblance to my LD23 game Bottlecolonies, but this time with free placement and only two different colors. This makes the gameplay probably a little boring quite soon.
The idea is, that with each new planted flower, the existing ones will grow through different stages. If there are negative influences around (potatoes, mushrooms, different kind of plant) and surpass the positive ones (same kind of plants) the plant will decay. Additionally, a feature implemented quite late, the mushrooms will spread for a while. So goal and strategy of the game is to place the same kind of plants close to each other, block spreading of mushrooms and avoid the negative stuff around your seedlings. The rhythm as how the two different plants are seeded is quite simple. Each three plants it will change. You will win the game if there are enough grown plants and will lose if there are too many decayed ones.
What went right
- Getting the idea (I already had this idea in my mind for OneGameAMonth for the theme “spring” and it also fits the LD theme)
- Fast progress with a new tech (I’m surprised by myself how well I got into HaxePunk)
- Making a Flash game (a lot more plays than usually with a Windows standalone)
- Finish in time (was a long evening, but I did cut the features early enough)
What went wrong
- Making the background sounds (as mentioned above, and took me some time to mix the few recorded sounds to not be to repetitive)
- Player feedback in the game (A lot of people mentioned it: an indicator for the placing position and some feedback what will seed next would be great; I agree)
So all in all I’m quite happy with my entry.
Well, it’s better late than never. My first Ludum Dare entry, Minima, was developed in C# and SDL.NET and only ran in Windows. As I started rating other people’s games, I realized that I was much more likely to play a game if there was a web version. I’m guessing this is true with other judges as well.
So, I spent several evenings learning FlashDevelop, ActionScript, and Flixel, and ported my game. I’m quite proud of myself, not just for learning a new platform and finishing the port so quickly, but that it’s so close to the original.
So, if you haven’t played Minima yet because you’re not a Windows user or simply don’t like downloading executables, please give it a try now!