Posts Tagged ‘jam’
I just realized I haven’t posted an update on the site yet!
I’m making a 2-player co-op fire-fighting game. Fire monsters appear and set trees on fire, and you can spray foam on everything! What could be more fun?
Here’s the title screen:
Not all the art is in the game, and I also have to add sound effects, actually save highscores, and do more playtesting. I’m glad I’m doing the jam this time! It’s been a good experience.
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!
This is our game for the Jam, it is called “One More Bullet”
The idea is that during a western shootout “You only get one” shot, so we made a small dueling game. You have to press the right keyboard key in a small amount of time in order to win the duel.
The game will feature both a singleplayer “endless” mode with increasing difficulty and a 2-player mode (on the same keyboard).
Are you near or in Kassel, Germany, at the weekend from 29th November to 1st December? There’s a local game jam going on, in the context of the Spielsalon 2013 (a festival about author games, i.e. games by individual people, often artists). This means you can also attend talks and workshops before the jam!
As usual the game jam itself will be about making a game in 48 hours. It will take place in a bar.
- no fee for attendance
- a place to sleep will be provided by folks from Kassel (couchsurfing)
- the theme will be given at the beginning, but you can choose your own tools of course
- make friends in teams
This is for my game “Legend of Troll” http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=13139
So! I saw the theme at 4 am in the morning. I thought “this is an awful theme” like pretty much everyone, and then I was struck with what seemed a brilliant idea: what if I made a vertical space shooter where you and your enemies are superpowered for 10 seconds and then useless for another 10.
I got some sleep and prototyped it in the morning. It was boring and uninteresting. Then, for some reason, I thought about characters that have 10 seconds to live. But they are meaningful seconds, because they can do stuff before they die. This got combined in my mind with norwegian trolls and sunlight (which would be the trigger of their death sentence) and of course a healthy dose of Lemmings.
I spent a little too much time refining the mechanic, and a huge amount of time on music and graphics, but it turned out to be one of my more fun games. Plus, a fantastic start for a complete puzzle game.
I designed 10 stages, and only built one in the end. I have no regrets, LD is the best, I want to participate for the rest of my life!!!!
Congrats to ALL who participated, and thank you for the all the games. Most of them were food for thought, and some of them were also very very fun. You should all be proud!
My plans for Legend of Troll is to finish 10 levels and hopefully a level editor, and do a kickstarter on it, to help me develop the rest of it.
Meanwhile, in my day job, I’m working on three games as an illustrator. So, wish me luck.
till next LD,
so, LD27 is about to End (with capital “E”), and I think it is a right time for a post mortem. so…
ibis_ibis – art lead
caryoscelus – art, music, additional programming
lonely – art
kibertoad – lead programming
spirulence - additional programming
pencil – game design, project lead
we speculated about the theme of LD27 the night before the jam. “10 seconds” was far ahead of all over themes, so we discussed, what we can do with it. first of all, we discarded all concepts, where you have to collect/shoot-up as many as possible in 10 seconds. with that the idea of “you pick something, you get additional 10 seconds” was discarded as well. I came up with this fight situation, where you sort of get “bullet-time” to analyze the enemy and plan your moves. in my head it should have been both intuitive and tactical and keep the player under the pressure – like a real fight. and when the jam started and the theme was “10 seconds” we were prepared. kinda…
UPs and DOWNs:
+ art. I think our incredibly awesome artists made a pretty nice job. unfortunately some of it did not make it into the game.
+ music and voiceover. eternal gratitude to ibis_ibis for her angel’s voice ^_^
+ gameplay. it seems to me that we almost accomplished what we intended: tactics+intuition. despite the fact, that we argued about 500 hours about how the game should look like and be played. more of gameplay in DOWNs.
+ story. in my opinion, it is nice even for a short/simple game to have a story. our story has two endings! (not counting “you die” ending)
- gameplay (yet again)… let’s take it step by step:
- overwhelming variety of actions. we simply did not have enough time to make it right: leveling/unlockable moves, so we just threw everything in right from the start.
- perks. post-jam version has them, jam – does not. yet again – the dreaded Time (with capital “T”).
- no detailed tutorial or in-game help. see the “T’ cause >_<
- to sum up: it happens to be intuition > tactics, but it is not that bad. or is it..?
all in all, it was my first time as a lead and I naively hope, that I did not terribly fail *_*
enjoy the game, feedback of any kind is always highly appreciated, thanks for reading.
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.
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!
this was our 6th Ludum Dare. We almost did not make it this time. Not because we run out of time but because we said that we would not enter this time around due to some other commitments from the team members. However I (Dals) could not stand that our stream would break for a silly thing so I decided to make a small but simple game. We last all Saturday because of this but we actually had time to put like 6-7 hours into a small game in the end. On the sunday I was joined by my friend who helped out with the programming and gameplay.
What went right:
We knew that we had lost a whole day and because of that we made sure that we aimed on a game with a scope so small that we would finish it relativly fast. We stuck to this and that was very important for the success for this project.
Another thing that went right was the use of tools. We were not able to get togheter this time around so Skype and git really saved a lot of problems for us. Git is super great when you learn to use it and this time we really knew how to. We also used Java as a programming language wich we are most comfortable in. The new thing for this Ludum Dare was that we used the awesome LibGDX framework as the backbone of our project. In the weeks before Ludum Dare I had explored GDX and made a small API for it called Simple. That made the development of this small game even faster and it was blazingly fun.
Basically we knew our tech and made clear and structured goals. We also did not have time to suffer from feature creep which was great in the sense that we finished it.
I recently discovered that my game, North Exit, has a large, game-ruining bug; I somehow omitted the code for detecting a lose condition, so the player can’t lose the game (no, no that game, but yeah).
However, that doesn’t really make the game unwinnable or less playable — it just makes it infinitely easier.
My plea for help is: is it okay to re-upload the game with that single bug fix? Will that break any Jam rules? I know the Jam is relatively lax on rules, but I just want to be doubly sure. :’D
Thank you to anyone who’ll reply! I’ll go ahead and play your games too if you respond! <3
Chicken Snatch is my second LD entry. I made run run amoeba last year, skipped a couple LDs and now a year later my LD rash was itching!
What was different this year? I was ready! I knew to dream big and focus little. I knew to stock up on things like coffee, deodorant and granola bars. I knew that having no friction in a platform game kinda sucked.
What else was different? It seemed like the whole universe was trying to stop me or tell me to start a country music jam instead. My car’s engine blew immediately after 1300$ of repairs and my hardrive went on my main dev box!!
Lets get to the good stuff..
So I log into IRC and what happens as soon as I log in?
BAM theme in your face! 10 seconds?! why does space never win???
So I high tail it with my artist and Q.A. girlfriend to the coffee shop with the same notepad from last year.
We drink coffee/tea, we talk, we drink, we talk… it comes down to a traffic light administration simulator OR a fox and chicken platformer. hint: this post is not called traffic (game)jam – the inside coupe ~ I just made that up!
Our system is pretty good. I do all the sprite/tile/design/code and she does the fine art, concept art, story boards and QA testing as I update builds. We use trello https://trello.com/b/mLVA6FOS/chicken-snatch to keep organized slightly and she reports bugs and updates stuff on there.
We stay up until 4am and have a rough prototype we release to our friends online
Sunday I wake up super early, finish the tilesets and add a dog.
We break, run some errands that are totally FAIL (more on that later) and then come back and finish the game up. I crank music and design the level and she finishes the congratulation artwork.
So lets postmortem a little
What went well?
- I used a framework and code base I’m real experienced in so there were not many bugs
- The game controls felt good and the game play concept was really fun from the beginning
- The Art created for the title and end level screens was beautiful
- My friend in Florida hooked me up with music I requested on time
- The game actually worked in IE9+
- I was able to make the game freshly installing Linux mint wiping my entire system
- people helped me. On twitter, on steam on irc and everything in between. suggestions, code problems, you name it. Community is good, ludum dare community is amazing. seriously go buy some coffee and pretend I did it thanking you.
- using trello to work on things https://trello.com/b/mLVA6FOS/chicken-snatch
What did not go well..
- So remember I dropped windows? well I needed visual studio to change the mime support on my hosts web.config for ogg support for html5 audio… I ended up switching my host to Linux which left the public site down for a few hours and I had no public QA from the friends
- I didn’t implement the ending level screen until really late Sunday night and it introduced a bug… the player kept re-spawning and exploding AFTER you beat the game. BOOM dead fox BOOM dead fox BOOM dead fox BOOM dead fox BOOM dead fox BOOM dead fox. I had to work in a few hours and here is this omgAWEFUL bug staring me in the face..
- I added some lighting effects as seen above in the dog image.. they just did not work. I wanted the game to have a night feel but the lighting just made it look weird and took away the retro coin-op feel I was going for.
- Sunday I left for 3 hours to go look at a truck I was going to buy at a dealership AND IT DIDN’T START… SERIOUSLY?!!? I called ahead and said I was coming a day in advance and the damn thing doesn’t start when I get there… WOW I could be working on my game instead of wasting my time in Chardon, OH with a truck I can’t even test drive… (I’m still mad about this).
- Firefox hates audio. I don’t know why but I just am done messing with Firefox and it’s problem with my .ogg sounds.
- Everyone is making awesome gifs on their blog posts and I can’t seem to find a way to do this without some dumb website stamp. (I don’t own photoshop CS)
- If you do beat the game then it will ask you to press space to replay. this actually reloads the page because I was having a major issue removing the existing entities from the game. the chicken counter would double (based on how many chicken entities are in existent). and the player wouldn’t reload properly.
- I ran out of time as usual so I didn’t……
- tweak the jumping from a press once to a press and hold. This prevents players from using skilled jumps and releasing to have more control.
- have time to make a fox cutout appear in when you enter the fox hole. This would have added more to the play and experience.
- fix a bug that if you die jumping, you will respawn with the same velocity you die with. It’s kinda fun but will piss you off in a speed run.
- get Firefox working.. but I didn’t have time to mess with the audio. stick with chrome or safari for optimal experience please.
- make the fox drop the chicken on death instead of respawning with it in it’s mouth.
- get the game on kongregate
- get the game on newgrounds
- get the game everywhere I could get the game
- Linux mint (dev OS) apache2, php http://cinnamon.linuxmint.com/ OS
- ImpactJS http://impactjs.com/ - game framework
- Impact++ http://collinhover.github.io/impactplusplus/ - extends game framework and removes a LOT of boilerplate writing
- Gimp http://www.gimp.org/ - this is what I paint tiles with
- Wine/Graphics Gale http://www.winehq.org/ | http://www.humanbalance.net/gale/us/ - Old habits die hard. I love gale for spriting.
- Sublime Text 2 http://www.sublimetext.com/2 the editor that will change your life
- SFXR http://www.drpetter.se/project_sfxr.html I love this thing
- Audacity http://audacity.sourceforge.net/ Because html5 is a standard… (joke ha ha)
- Mikey uses his own software for the awesome beats. you can contact him here: https://twitter.com/MikeyGTweeting
- Trillian uses her own art programs for the main screen it was gimp or CS4 probably. ask questions on the game page and I will get answers.
A Very Special Thanks to:
- My first fan Matt Tippens @matt_tippins
- @i8bugs one of my best friends far away
- @collinhover I can’t thank you enough for what you do for the impact community and my games
- @Orlai for never holding back
- 507th Aristoi aka mochnant Good ideas are hard to find
- @bryan_on_rails thanks for letting me spam you all weekend
- John Zeller, Sorry I blue screened you, switch to linux
So anyway this was a blast and I did like 10 times better than last year!
This was my second Ludum Dare (last time was LD22) and probably my seventh or eighth time participating in a jam. I didn’t have a ton of time to make a game, so I focused on doing a small idea that could leverage existing tech.
I absolutely didn’t expect the awesome response that SMS Racing has received, though!
At the time of this writing, the game has been featured on sites like IndieGames.com, Kotaku, and MTV Multiplayer, but also a ton of broader news sites likes The Boston Globe and Popular Mechanics. Tonight, it made its TV debut on The Discovery Channel’s Daily Planet. The gameplay video I lazily cobbled together for YouTube has over 100,000 views, and the game has been downloaded over 10,000 times!
What a crazy couple of days it has been. Thanks so much for the kind comments and for sharing SMS Racing with your friends.
So I made it. First time in Ludum Dare.
It’s fantastic experience. A lot of experience.
First I wanted to take part in the compo, but deadline came too fast, so I focused on the JAM.
More time to deadline gave me the opportunity to expand the game.
However, more expanded game == more bugs, and this are sometimes very hard to notice.
Most nerves brought me bug in the collision detection and I spent most of my time tried to fix it.
BUT 20 MINUTES BEFORE THE DEADLINE I DID IT!
Now, after the patching game probably hasn’t too much bugs, I hope, and is playable, so I want show it you.
It is difficult to make a bright screenshot of the game because most of the game take place in dark, so I upload here menu screen.
Full description of the game is here :http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=21095 and there you can rate and give comment, please play and do it!
HAVE A GOOD DAY!
PS Sorry for my english, it isn’t my language, google translate helped me
Finally finished my entry for the Jam, Maze of Torment. It’s a game where darkness falls every ten seconds as you try to escape hell. I went through many different game ideas before finally settling on this one, I thought i wasn’t going to finish. I’m really glad I did this compo and I’m excited to play all your great looking entries! Play my entry here: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=3824
I’ve committed the game…
Hell yeah =)
Name is RE:(M/W)IND. You are digging through memories of the guy, who had suddenly only last 10 seconds to remember.
Cheers to all who made it through LD27 =)
I am Pretty happy with the end result. It was quite the experience.
Build is uploading, will update when it’s done.
Impetus has lost consciousness and her systems will fail in 10 seconds. Death is inevitable, but it can be delayed.
Sustain Impetus’ life by pressing the button, which will reset the timer. Once it runs out, the game is over and can never be played again.
Switch on the game’s sound in the upper right corner. Feel free to play one of the soundtracks provided on the site along with it.
Greetings Earth peoples.
For this LD contest we give you ‘Got time for that?- a game that is really three games! Please enjoy this interstellar contribution to your endless entertainment, in our mission to answer that age old query: Will you score?
We certainly hope so.
Tools – Unity, RagePixel, Asset Store UnityGUI skins, Creative Commons music, C#. Source available.
Play on web or desktop. Soon for Android!
Please procure the
diversion game here: