Posts Tagged ‘journal’
I don’t have much artistic experience to speak of. Doing even pixel-art sprites are very difficult for me because I lack a history of drawing. My only sprite experience has been with extremely limited sprites on the Atari 2600, which are practically colored outlines more than full-on sprites.
Tonight, I’ve experimented with a style similar to Superbrothers: Sword ‘n Sworcery, which I absolutely adore. Since it’s very pixel-by-pixel, the level of detail and accuracy in sprites like Shovel Knight isn’t necessary, and I appreciate its use of implied detail and the focus on animation while letting the viewer use their imaginations to some degree. I’ll probably be shooting for a style similar to this for the upcoming Ludum Dare, unless my idea (whatever it is) just isn’t appropriate for it. I suppose I have to start somewhere.
If anyone knows of any good tutorials for newbies to learn drawing/pixel art, I’d love it if you’d share them!
Well, v0.1 is complete, anyway. Considering how much stuff I had in mind when I began this LD which didn’t come to fruition, I hesitate to call it a full-fledged 1.0, but it’s working, and (as far as I can tell) stable.
I’m pleased with the final result, overall. It could definitely use some polishing and expanding, but for two and a half days spent making what is essentially my first non-2600 game? It could certainly have been worse!
My only real disappointment is that I don’t know how to dynamically make the game fit across multiple mobile device screens. The linked version is sized for a Droid RAZR HD, since that’s the phone I’ve got. Once I figure out how to make a version that scales automatically for different phone resolutions, I’ll make sure to post it. Until then, give the Windows version a shot if you don’t have a RAZR. Controls are mouse clicks and drags, since it’s the same control scheme as the tapping/flicking gestures of the mobile version.
For those curious, you can play the original game, made for the 2013 Game Jam in Unity3D, here, and my remake for the Atari 2600 (included in a compilation ROM of other small games I made) here. The latter will need an emulator such as Stella.
This has been an excellent learning experience. I’m going to enjoy a little break, but then I hope to keep working on learning more to improve what I can do, whether with programming, art design, or sound design, since there is serious room for improvement in all of them.
First off, to anyone reading this–when exactly does today’s LD end? Is it at a specific time, or just midnight, relative to whomever is doing the dare?
Last day. I’m fortunate that my game happens to be significantly less complicated than everyone else’s, so I have the luxury of effectively being finished, then having an entire day to polish things up. The downside is that I’ve decently recreated everything that I’d intended, so I’m not quite sure on what direction to go with said polishing, aside from the inclusion of music and sound effects. I suppose that’s part of the learning experience.
- Sound Effects – 100%
I expect that I’ll just use the sound effects created for the Atari 2600 version, since they’ll be simple to acquire and appropriate for the retro-inspired style I had intended.
UPDATE: I’ve got some sound effects in, most of them simply recorded from the 2600 version of Heartbreak, though I generated a couple with DrPetter’s awesome SFXr, made for LudumDare participants, as it so happens. The sounds that I chose aren’t particularly great, but sound engineering is something I have zero experience in. May be a field worth learning more about for the future, particularly if I intend to keep participating in dares like this.
- Title Screen – 100%
This took the longest. I’ve been working on the title/credits screens for half the day. My desire to make things as “neat” as possible has resulted in an absolute mess of code all over the place as the entire game only uses three rooms, one that only initializes two variables before kicking the player to the title screen, and one that just scrolls credits on screen, since it seemed easier to use a unique room than to modify an existing room. The remaining room handles all levels and the title screen based on what global.level is set to. It’s both elegant, and an absolute mess.
- Music Integration – 100%
This went off fairly well, especially since the songs I’m using from incompetech.com list the BPMs of the songs, making it a lot easier to make them feel integrated. In hindsight, there is a song for the last three levels of the game that may be almost unfairly fast, which causes the heartbeat to be nearly too quick to get the color you want, so you have to anticipate it. Ah, well–I’m sure that anyone who can make it to that level will be able to handle it.
Pixel Grunge Style? Scanlines?
UPDATE: After some research, it seems that most of the effects like noise or scanlines are done using surfaces, which I know nothing about. I’ll definitely be looking into them in the future, but since I’m on a deadline with this LD, I think I’ll stick with the crisp, clean style that I’ve currently got. Besides, I have a couple other ideas on how I may polish things.
Time to get to it.
I’m very pleased with where things are right now. Considering that much of yesterday was spent with family after Thanksgiving, I got started late today, and I took frequent, long breaks, I couldn’t be happier that the core game is basically completed after about 12 hours or so of actual work. It’s good to know that the game could be made and work well within a Game Jam’s time period, no problem. Take that, guys who said that Heartbreak couldn’t be made in GameMaker!
I’ve been keeping an ongoing list of my progress throughout the day, and I feel that having the work in a checklist aided in my productivity and concentration. I’ll have to practice this sort of thing more in the future.
That leaves things like sound effects and music for tomorrow, but at least those should be fairly simple to do. There is an abundance of great music available on the ‘net, and I may simply record my sound effects from the Atari 2600 version of Heartbreak to use again, as they are perfectly serviceable and I would be looking for something similarly retro-synth-sounding, anyway.
I’d also like to experiment with different visual styles, such as a grungy pixel art look and/or some scanlines. Something so that the visuals are so overly smooth and clean. That said, I do like the pastel colors that I’ve settled on, and it all looks pretty slick on my phone. I’ll have to experiment tomorrow and see what I like.
In any case, I consider the mini-LD technically complete as of now, since the gameplay is implemented and fully functional. The only nagging point is a crashing bug that I experienced a few times that I’ve been unable to replicate and track down. Here’s hoping that it got smoothed out somewhere and doesn’t rear its ugly head. Or, if it does rear its ugly head, hopefully it rears it high enough that I can find the neck and give it a good chop.
That’s it for me tonight. Time to wind down!
P.S. Is it just me, or does the above screenshot have a bit of an optical illusion going on with the blue block on the far right? Try turning your head back and forth and looking at it out of the corner of your eye. To me, it’s like the blue block separates away from the rest of the circle.
After a relaxing night’s sleep, some Thanksgiving leftovers, and a couple YouTube videos to wake up with, I’m back to work! While checking the new posts for this mini-LD, I came across this particular post, which posted a video about motivation.
Now, I, personally, often have trouble keeping myself motivated. I tend to want to go do something else, like watching YouTube videos, playing a game, chatting on Skype, etc. and it’s been a bane to my productivity for many years. In the interest of giving the aforementioned video’s suggestions a try, I’m going to set out a clear list of things that I must get done today and organize them into “modules” so I can see the progress I’ve made. I’ll be editing this post to update my list as I work.
- Mobile Controls – 100%
Mostly complete, and much simpler than expected, thanks GM’s point_direction function. Still need to test it on a mobile device with someone to see how intuitive the controls are.
Update: Complete, with press-dragging to move the blocks and tapping to create balls or change ball colors, if a ball already exists on the playfield. It’s actually very intuitive on a mobile device, which is pleasing.
- Lives – 100%
This was one of the shorter, simpler tasks. The heart is resized based on a global lives variable and is destroyed when the lives are set to 0, which also serves to lock out any controls but a simple tap, which resets the stage.
- Ball Color Checking – 100%
I underestimated the work involved in “Bouncing Ball,” so I’ve split it into two categories, now. Collisions work, with balls correctly changing the colors of the blocks they hit, but I don’t have any bouncing code implemented as of yet. It may prove to be complicated, and I’m not exactly sure how I will implement it. I’ll ponder it while I take a break.
- Bouncing Ball – 100%
Finally managed to get this implemented. Not only did decent bouncing take a while (and it could use some work, but it’s serviceable), but I came across a number of other things that needed tweaking and fixing in the process. There’s still one bug that I can’t reliably replicate that strikes almost at random, seemingly only when a blue ball hits an orange block, but only on occasion. I hate loose ends.
- Level Progression – 100%
This task was fairly simple, and I took advantage of GM’s defaulting unspecified array values to 0 to my advantage to cut down a tad on how huge the level array will be, at least in code. Now to type out the levels, which should be fairly simple–it’s just a bunch of copy-pasta.
- Implement Levels – 100%
There are currently 22 levels implemented, with plenty of room for more. My level system is pretty flexible, allowing me to specify how many rings there are (I’ve set up the rings in a switch case statement so that they’re rendered in a certain order), which colors the heart progresses to (a necessary control for the earlier tutorial levels), and what the odds are of each of the eight possible colors spawning. It worked out quite well, and I could easily add more levels that have different color spawning odds, but I’ll probably leave it at 22.
- Score Implementation – 100%
The current score is rendered on-screen, just above the heart, as in the original Unity3D version of the game. I had to look up how to make it always display zeroes to the left of the score, but in hindsight, it’s something I should have figured out, myself.
Scanline Effect Sound Effects
Time to put on a game soundtrack and get to it. On a related note, while Hotline Miami has an awesome soundtrack in the game itself, it doesn’t make for good listening on its own. FTL and Super Meat Boy are great to just listen to, though. If you can think of some others, let me know.
Well, I think that it’s gone well so far. Using the template posted earlier, I built base sprites for each row of blocks, then created a script for creating and setting up individual blocks and a script to churn out full rows. Much like the original game(s), I hope that this version will do a decent job of teaching intuitively through level progression.
Also, the heart changes colors and has a simple beating animation (just scaling down for a frame).
Tomorrow, I’ll be adding the ball and controls. If I have time (which I expect I will), I’ll also add in all the core levels and the score counter. There should be at least 12 levels, each of which will introduce something new (an additional color or another row), plus a few different random mixtures for infinite play beyond that.
Here is a screenshot of where I’m at so far, with all the blocks being randomized into place. Seeing how it looks, I’m definitely going to have to figure out something different visually. I was shooting for something cleaner, but it just looks drab in the end, plus the blocks don’t fit together particularly well, so I will have to rethink that. Maybe a pixel-y art style will be back on the table, since it’s relatively simple to accomplish, but would add some visual grit and variety, if done well, so everything wouldn’t seem so bland.
Time for a break, then bed.
The core of Heartbreak is the blocks that get colored and rotated. Thankfully, GameMaker should make this relatively simple, since it has a coloring function that I’ve tested and find to be working fine, plus a simple rotation value for each sprite. All I need to do is create a single block, give it an offset that will make it rotate around the center of the screen, and then rotate and color the blocks based off of a controller object.
I’ve already had some annoyances with selecting a resolution, so I’m just going to keep it simple (since I don’t have much time or experience for fiddling around with adjusting views for every possible mobile device) and just design it for my own Motorolla RAZOR HD phone, which seems to have a 1280×720 screen. If only there was some semblance of a standard when it comes to phone resolutions. This is certainly giving me a whole new respect for mobile developers, who have to contend with multiple versions of images for all possible densities and resolutions of phones, and they are all over the place.
A question I now have to ponder is how many blocks to design the game for? I have a couple templates made, one with 80 blocks and one with 40 blocks. The Atari 2600 version of Heartbreak used 16 blocks in a row, but that would mean 80 blocks after 5 rows and I wonder if that wouldn’t just be too tedious to play through. I suppose I can always adjust things later, if need be.
What bothers me is that 8 blocks seems good for the inner-most two circles, but since the individual blocks in the rings get larger and larger, that makes the outermost ring quite easy. I suppose I could combine rings of 8 and 16 blocks, either with the inner-most two or three rings sporting 8 while the outer ones have 16, or maybe just a random combination of 8 and 16? The latter would be a bit more tricky to program, as leaving things purely to random chance could result in too many or too few blocks in a row. I’ll have to see how things go.
EDIT: Using different sizes for the rings gives 64 blocks total, a nice in-between, and requires more and more precision for the player, so I think that I will go with it this way.
Last journal post until I actually make some progress, I swear!
After making a long post about my choice in game engines and then another explaining where my original game concept came from, I’m going to, finally, explain the history of my first game’s development. In brief, I hope.
Heartbreak version 1: Unity 3D for Windows
Original Heartbreak game, made in Unity3D
As you can probably see, the game is very flawed. One major issue was with the controls, which were tied to the mouse, so moving the mouse left and right caused the ring to spin. Hitting left mouse button would fire the balls from the central heart. On top of that, the game itself is bugged. At the eleventh hour, we discovered a bug on the fourth or fifth level that would cause the score to reset to 0 after the player had progressed to the following level. Finally, at the time I made a big deal out of “elegance of design”, which I saw as every part of a game coming together to compliment everything else.
Don’t get me wrong–elegance of design is a good thing, but I may have taken it a bit too far by creating a menu system that you could literally “lose” at (by accidentally selecting the exit button), in the interest of turning even the menu screen into a gameplay tutorial. I think I had seen one too many episodes of Sequelitis.
After the 2013 Game Jam, I was excited to try my hand at game programming, since I’d been only the lead designer for the original Heartbreak. I wanted to learn the craft of programming for myself, in the interest of being more self-sufficient. To that end, I decided to start as “simple” as possible and got into programming for the Atari 2600. Yes, the real Atari 2600.
If it’s a bit debatable whether or not I technically “made” Heartbreak version 1, since I was really just directing a Unity 3D programmer in what to do, I consider my actual first game to be my first remake of Heartbreak for the Atari 2600. I used the homebrew tool Visual Batari Basic, which, when combined with Batari Basic, gave me a convenient and simple IDE with many helpful sprite and sound design tools, plus the ability to code in BASIC and use a pre-made kernel, rather than coding everything directly in 6502 Assembly. I was extremely grateful for that.
Heartbreak version 2: Visual Batari Basic for Atari 2600
Prototype Heartbreak game, made in Visual Batari Basic for the Atari 2600
It took me a couple months to actually make Heartbreak for the 2600, since I was learning along the way and frequently had to go back and reprogram bits of code here and there as I discovered more efficient ways to organize the game logic. Keep in mind this was all done for a system with a 1.19Mhz processor and 128 bytes (yes, individual bytes) of memory (only 26 bytes of which were available to me in Batari Basic, since the kernel I used consumed the rest of it to write the playfield to the screen).
In the end, it was again thanks to a more experienced programmer, who generously wrote a custom kernel for me, that Heartbreak was able to function well on the 2600. Normally, using Batari Basic’s standard kernel, only a single playfield color can be displayed on-screen per playfield pixel (those big, rectangular blocks), but the programmer managed to work around that limitation with some clever 6502 Assembly wizardry that I still don’t fully comprehend.
From the custom kernel as a framework, I was able to build the finished game. Some months later, I revisited my old code and cleaned it up, organizing everything into neat, clean functions that you can view here. I’m rather proud of how tidy and efficient it all is (relatively, keeping in mind that this is BASIC with 6502 Assembly calls in it, all programmed in non-object oriented in a language that relies on spaghetti code). The game itself only uses about 1000 out of ~3000 CPU cycles that are available with this particular kernel, and the game itself is under 4 kilobytes. And, yes, it works on a real Atari 2600. If you’d like to try for yourself, I included Heartbreak, with a few other small games I developed for the Atari 2600, in a 32k compilation ROM (along with an updated version of my previous LD, Ping) that you can get here (you’ll need an emulator such as Stella to run it, unless you have a real 2600 with a Harmony cartridge), and you can see the finished version of the game below.
There have been a number of gameplay changes since the Unity3D and earlier 2600 versions.
Heartbreak version 3: GameMaker for Mobile
Originally, the player had to hit a button (joystick fire on the 2600, spacebar or left mouse on Windows) to fire a new ball from the heart. The ball would take on the color of the heart and it had to either match the block’s primary color or be one of the primary colors that made up the block’s color, or else the player would lose a life (indicated by the size of the central heart). Hitting a wrong block three times meant game over, but the player’s heart would be brought back up to full size after every stage.
Once I’d finished the basic game on the 2600, I was seeking to program in alternative gameplay modes, since alternate modes were a thing with many 2600 games. One of those modes included a bouncing ball, so rather than the player having to spawn each ball (which would fire from the heart and then disappear once it had stricken a block), the player only had to press the fire button when they wanted to transfer the heart’s current color to the ball. This meant a lot less button mashing, and it was far more satisfying to just control the blocks to catch the ball as it bounced. This ended up being the only game mode in later versions.
With the block colors, I’d always intended the game to start with simple primaries–Red, Yellow, and Blue, and work up to secondaries–Orange, Green, and Purple–and finally to White and Black. White blocks would give you a heart back, but black would take away a heart if they were struck and had to be avoided, which was particularly challenging in the 2600 version, because the background is solid black as well.
However, this lead to the game becoming progressively easier, since an orange block could be broken by either a red or a yellow ball, a green with yellow or blue, and a purple with red or blue. Obviously, a game should get more challenging over time, not less. I fixed this in the 2600 version by having the ball remove a color from the block’s color, leaving the remaining colors in its wake. For instance, if a red ball hits an orange block, it bounces off and leaves a yellow block behind, which must then be broken by a yellow ball. And if the orange block was hit by a yellow ball, it would bounce off leaving the block red. Yellow blocks would need to be hit by all three primary colors before they would disappear.
Overall, I’m very pleased with how the game itself plays as of the final 2600 version, but a few things had to be sacrificed in the move to the 2600′s limited hardware.
For one, the ball will only bounce at a few pre-determined angles, as letting it bounce freely would result in the ball always getting lost, particularly since the blocks aren’t of uniform shape and they don’t fully encircle the central heart.
Additionally, there was no way to add multiple concentric circles to the game, so it always operates on a single ring. I would very much like the game to have up to three or four rings at a time, as in the original Unity3D version.
Finally, I always intended the game to be a musical arcade game, but having background music wasn’t feasible with the 4 kilobyte size limit of the 2600′s ROM. I would like to bring a musical quality back into the game, with the heartbeat matching the tempo of the current soundtrack, rather than set to a steady, heart-beating sound effect.
On top of all that, I’d also like to bring the game to a mobile setting, which I think would fit the gameplay very well, being a sort of casual game that works best in just a few moments played at a time. This would, of course, mean reconsidering the control scheme. I would like a simple swipe gesture to allow the ring to spin, perhaps with a simple tap used to set the ball’s current color to the color displayed by the heart.
On the other hand, I may modify that mechanic so that the heart does not change colors on its own, but instead must be tapped by the player in order to change the ball’s color. Or maybe the heart and ball always share the same color and, rather than tapping at the right moment to get the right color on the ball, the player would need to tap the heart to swap between its colors? We’ll see.
While I’m at it, I’d like to update the game’s visual style, maybe moving away from the direct pixel-art look into something a bit cleaner. And, who knows–if I find the time, maybe I’ll try implementing some kind of power-up system, similar to Arkanoid. I may have an idea of how it could work.
Now it’s (finally) time to get to started!
As mentioned in my previous journal entry, I will be remaking my first game, Heartbreak. It’s a bit of a strange tale, however, since Heartbreak wasn’t originally “made” by me at all, at least in the sense of programming. It was my baby design-wise and in the limited capacity of “art,” but I relied on another programmer to do all the actual creation. Still, I think that it will count fine for the sake of this mini-Dare. It’s either that, or Ping.
The game was originally made for the 2013 Game Jam (the same one that produced Surgeon Simulator 2013). It was my first time ever attempting to make a game, and I was nervous of the possibility of having no ideas. There were about 200 students packed into a lecture hall (which very much surprised me, as our university isn’t particularly large) when we were all given the theme for the Game Jam: the sound of a beating heart. We broke off into 15-20 person groups and went into separate classrooms to brainstorm.
This was my first experience with brainstorming, and I loved it. There were dozens of great ideas thrown around, my contribution being an idea for a point and click adventure game set inside a dystopian, film-noir crumbling city that was located in someone’s body, with a large, pulsating heart looming in the background. It was supposed to be a story about survival and dealing with impeding death, etc. Not a very good idea for a 3-day game jam.
Then, someone in our brainstorming group suggested a game consisting of a number of arcade-style mini-games. Although I cannot guess why, for some reason Heartbreak–a mix-up of the classic arcade game Breakout where the player controls the blocks instead of a ball, with the blocks arranged in a circle around a beating heart that serves as the player’s life counter–sprung immediately to mind. I abandoned the over-complicated concept of a point-and-click adventure game and clung to this new concept.
When we returned to the lecture hall and game creators began separating to work on individual games, I found myself almost working alone, since my concept of an arcade game about moving colorful blocks around a heart sprite didn’t quite grab attention in the same way that some of the other concepts did, but I managed to hook a couple people who claimed to be experienced with programming in GameMaker. With that, we all broke up again into different classrooms to begin constructing the games we’d gone with. My group was, by far, the smallest, with most groups having 6 to 10 people on a team, and I with just 3.
The two programmers set to work surfing the Internet and half-heartedly (forgive the pun) looking up tutorials while I fiddled with some sprite art and designed the game in my head. That’s how most of the first evening was spent–simply thinking while I worked. By the next day, after a short sleep and a lot of fitful half-awakedness, the game, simple as it was, was fully-formed in my mind.
The only remaining problem was that the two programmers claimed that the concept couldn’t be done in GameMaker (something I intend to prove wrong during this mini-LD), and so our little team was stalled for a few hours until a very nice and quite talented Unity3D programmer stepped in to join our group and get us on the right track. Said programmer made the game in Unity entirely on his own, with me hovering over his shoulder like a fussy mother, directing every aspect of the game’s design.
To cut an already too-long story short, our little four-person team (the two GM programmers were delegated to sound work, which meant searching Newgrounds for some music tracks and finding a few arcade-like sound effects) ended up winning “best designed game” for the Game Jam at our university, as well as “most popular” among all those students at our university who participated. A humble honor that was all thanks to the nice programmer who stepped in to make the game for me. It fired off a brand new interest in game development that I’d not really had before, and I’m still waiting to see exactly how far it will take me.
Ah, it’s good to be doing a Dare again, even if this is just a mini-Dare.
Since my first LD, which was completed using Visual Batari Basic in order to create a game that runs natively on the Atari 2600, I’ve been experimenting with various engines and frameworks, including Construct 2, Loom, OpenFL/HaxePunk, LOVE, and, most recently, GameMaker.
I tried learning each of these engines by re-creating a Pony-clone of Tapper that a friend of mine made, since he gave me the already-made assets to ease development. Although progress has been slow because I’m sick of re-making the same game over and over, my experience with the engines was as follows:
Construct 2: Although I felt a bit patronized by the drag-and-drop coding interface, it did help to simplify the coding. In the end, I built in all the core functionality, but lost interest with Construct 2 when I attempted to export my game to mobile. Unlike Loom, OpenFL, and GameMaker, there is no direct push to mobile option, and instead I was just given a folder of assets that I’d need to manually compile using Cocoon Launcher… which never worked for me.
So I gave up on C2 pretty fast, though I can see the appeal of it for beginners who are looking to make games on Windows/Mac/Linux or HTML5. It compiled to those platforms very easily.
Loom: This engine was recommended by one of my game professors, as it’s a relatively new engine that is built for rapid app development, which is great because I was looking to make the game on mobile. The down-side is that the documentation for Loom is very sparse. For those familiar with ActionScript 3, LoomScript is heavily based on it, so I’m sure it would be a snap.
Unfortunately, I don’t know ActionScript 3, so I found it very frustrating to learn a language from scratch with little more than a handful of basic, outdated examples and an outdated API (because LoomScript is updating so quickly, much of the documentation is out of date). It was very good at live development on mobile, though. I just never got beyond building my game’s title screen.
OpenFL/HaxePunk: Initially, I was excited for this, as I saw it as an alternative to Loom. It’s a much more mature engine with better documentation and, while it doesn’t have live update like Loom does, it pushes to mobile just fine. Unfortunately, the language barrier of me not knowing ActionScript 3 again became an issue when I began to hit the limits of the tutorials and examples.
Unlike Construct 2 and Loom, HaxePunk can boast Papers, Please as a commercial product created using it. Once again, I didn’t get far beyond building a title screen before moving on to something else. As with Loom, I’d recommend it for those who are already familiar with making games in Flash, as I’m sure it’ll be fairly easy to pick up.
LOVE: This was my first time trying to program in Lua. Prior to this, my programming experience was only with C and a tiny bit of C++ (which I am currently taking a college course on). I immediately liked Lua’s dynamically-typed language and the flexibility of it. Tables are awesome! The only issue is that LOVE itself is very much a framework. I think it would be perfect for certain kinds of games, or for those who have experience with Lua. I, being a newbie to the language, had to rely heavily on plug-ins and additional frameworks to support animated sprites, object-oriented classes, and collision detection, which the engine does not come pre-packaged with (not completely true, as it does come with Box2D, but I didn’t require that level of a physics engine).
I got most of the framework of my Tapper clone built in Lua, but I was already nearing 650 lines of code by that point, just having laid the foundation for the game itself, but with no actual gameplay or levels implemented. On top of all that, LOVE does not have native support for HTML5 or mobile, and the plug-in support for both those platforms has been halted for at least a couple years.
In the end, I enjoyed LOVE, but I found making a game of this type from the ground-up to be frustrating. I think that I will return to LOVE if I ever have a game intended for desktop platforms that doesn’t rely much on object-oriented, but not until then.
GameMaker: It’s ironic that GameMaker was the first engine that I was ever introduced to, and yet the last I came back to. I never really did any programming to speak of (unless you count one mandatory C course and HTML/CSS) until I had an interest sparked by last year’s Game Jam. I wasn’t on as a programmer, but an artist (more because I knew nothing about programming, rather than because I was particularly adept at art). The game that I will be remaking, Heartbreak, was more one that I designed, rather than “made” per se, but it’s still the first (and only, unless you count Atari 2600 mini-games) original game that I’ve made, so it will be my focus of this Mini-Dare.
When I first designed Heartbreak for the 2013 Game Jam, I had a couple “programmers” who claimed to be decent in GameMaker. The first day of the Game Jam consisted of me designing the game’s mechanics in my head while I worked on simple (very simple) pixel art to build the game in GameMaker. I knew nothing of the engine at the time, but after an entire day of the programmers surfing the web and allegedly looking up tutorials, they claimed that the game simply could not be made in GameMaker. Since I had no experience with the engine, I was frustrated by this news. Luckily for me, another programmer stepped into the group at the eleventh hour to make the game in Unity.
With my sense of GameMaker having “failed” me, I begrudgingly avoided it as a useless prototyping tool that couldn’t make anything really “serious.” After trying all these other engines and frameworks, I find myself crawling back to GameMaker like the prodigal son. I’m aware that it still has problems, such as being very inefficient with its resources (according to the bitter folks over at the #GMC GameMaker IRC room), but I can’t sneeze at an engine that has been used to make awesome games like Spelunky, Hotline Miami, and, most recently, Hyper Light Drifter. If it’s good enough for games like that, it’s good enough for me.
In giving GameMaker a chance (I’ve been fiddling in it for about a week or two, whenever I can muster up the energy to go back to the Tapper clone that I’ve remade so many times, I hate its guts), I’m immediately drawn to how much it simplifies the organization of game code. I feel like I’m scripting more than “programming” per se… and I like it.
GML is very similar to C and it hides the annoying Java/ActionScript 3-inspired object oriented faffing that I had to deal with in Loom or OpenFL. Code is organized into easily-managed blocks within objects that are called from basic events, keeping it nicely organized into manageable scripts rather than giving me a 600-line file of code to just lay the groundwork for things. On top of all that, it has tons of tutorials, plug-ins, and shaders available online, AND it can push to mobile with the press of a button (if you have the Pro version, like I do).
I know that it’s not an end-all solution, but I think that it’s a great place to start, and even though I’ve only actually programmed in it for a whopping total of 10 or 12 hours at the most, I feel confident enough to try remaking Heartbreak in it, which is more than I can say for any of the other afore-mentioned engines and frameworks, aside from maybe Construct 2. The downside of C2, though, is the entire lack of the ability to write code. It forces the user to rely on its drag-and-drop system which, while powerful enough for basic game types, takes a lot longer than just writing raw code, lacks a lot of the flexibility of plain code, and it’s a pain to organize once the event sheet starts to get long.
I’m sure that someone with more programming experience will look down my choice of GameMaker, but I’ll say that I’ve only actually been programming for about six to nine months, and most of that was in a non-object-oriented language. The entirety of my non-Assembly/BASIC programming experience has come in the past two months, or so. I have to start somewhere.
Although this post was long-winded, I hope that some find it interesting or helpful in their own selection of an engine. Now to write a post about Heartbreak and why I am remaking it. Maybe after all this blogging, I’ll even have a little time left to make a game. Maybe.
So, recently I got bored and got an idea of creating a new game. First idea: MMO. Then “well, I’ll need to write both server and client and deal with networking stuff”. Goes out.
Second idea: make something small. And, after an hour here’s it:
HP and MP are hardcoded and unchangable, but hey, that’s alpha
Then decided to move forward. Already got mapping stuff (currently hardcoded table of integers, to be replaced with files), working walls (with deleted ghost-mode :] ) and with some nice green grass. Doesn’t it look beautiful?
Hey, this is my first game without using Game Maker or any other stuff, don’t blame me
It’s confirmed to be working on Debian, Cygwin and WinXP. Tested it through SSH on my phone, too :
If you feel interested, have a look into sources hosted on my GitHub. You’re welcome to drop your hates below, too!
PS: Maybe it’ll go for next 48h, who knows..
After the ludum 27 48 hour compo, I continued to develop Turn Fighter Foo in order to bring out a version that is closer to what I had imagined.
So whats new?
The first major thing (not visible though) is that the code base has been ported from Flixel with Actionscript/Flash to HaxeFlixel with Haxe/OpenFL. Doing this has the advantage of being able to port it to other platforms natively. Expect something like gamepad support on desktop or a mobile version sometime in the future!
There are a few new hit animations for the fighters as well as new animations for the new moves that they can perform. The background has been spruced up a little to make it less bland and some background music thrown in to accompany the fighting. Here is an example of what to expect:
The first major change is a rebalancing of the play matrix for moves. You might have noticed that kick is probably the most overpowered move in the 48hr compo version. I’ve tried to create a version where there is always a counter to any move. For example, kick is now countered by the low sweep like the picture above shows. And air attacks can now be countered by a new uppercut move. The play matrix is still not perfect but it is far better than the 48 hr compo version. Along with the new normal moves, there are also a couple of special moves that I’ve added which were inspired (aka ripped off) from most fighting games. The first is a ranged fireball attack and a move called the phoenix punch which kinda resembles a dragon punch (very original I know! ). Have a look at the moves list below for how to execute the new moves. More special moves to come in future versions hopefully.
The post compo version now has several options that can be customised such as the ability to hide your inputs from your opponent, increasing/decreasing the number of inputs per turn and changing the turn timer duration (or have unlimited time). The last option enables Turn Fighter FOO to be played in Ippon scoring mode which means that a turn ends as soon as one fighter performs a decisive blow on the opponent scoring one point. The decisive blow occurs when one fighter performs a move that naturally counters the opposing fighter’s current move, thus getting the hit. Score three points and the match is over.
Last but not least, I’ve added an AI player for those that do not have anyone to play with. Yes, there is now a single player mode! The AI is not great but it should be enough to get a flavor of what the game is all about. I’ve gotten feedback regarding my compo version about how some players didn’t have a partner to play with so this one is for those players!
The post compo version of Turn Fighter Foo may be found (along with the original version) at my ludum 27 entry page here.
New Moves list
- Upper cut – down, punch
- Low sweep – down, kick
- Jump punch – up, right, punch (if facing right)
- Fireball – down, right, punch (if facing right)
- Phoenix punch – right, down, right, punch (if facing right)
- Duck – down
- Idle has been removed as an input. Use block instead.
- Controls for player 1 has changed to w,a,s,d for up,left, down,right and j,k,l,n for punch, kick, block, clear move list.
- Addition of new ready button for the unlimited time match. When both players hit the ready button, then the turn plays out. Player1 ready – space, Player2 ready – end.
In 10 Seconds to Loot.., you’ve got 10 seconds to collect as much loot as you can before it quickly become impossible to escape alive. Gain as much wealth as you can and try to make it through to the last level.
This was my first time taking part in LD, and overall the experience was great. I actually finished something playable (!).
I had been banking on ‘death is useful’ and didn’t really have any solid ideas for 10 seconds.
After a couple of hours at the start, I decided on ‘10 second of greed / rapid dungeon crawler’.
What went well
I actually think, SOMEHOW, most things went right. This was my first time doing a jam like this and surprising nothing went dreadfully wrong.
The concept and the game are actually fun, mostly
I was afraid I’d end up with an unpolished game that wasn’t remotely fun, or was so unfinished it didn’t really come together. I’m really happy with the end product (although it is FAR from the ideas I have for it).
It all came together in the last 90 minutes – before that point I didn’t even have the facilities for multiple levels or victory/loss conditions.
I’m pleased I didn’t just use the 10 seconds as a ‘hard’ time limit on each level. That was the obvious approach and I wanted to try to do it a little differently. I think with a bit more polish the ‘level collapse’ mechanic I have (currently, fire quickly spawning throughout the level after 10 seconds) will work quite well.
This was the first time I’ve actually created some art for a game. I have always shied away from trying properly, as I am hopeless with colours and perspective. LD forced me to give this a go and in the end, after some research and the use of DawnBringer’s awesome 16 colour palette, I made some graphics which I’m quite pleased with.
What could’ve been better
The code for the game is a shameful mess by my own standards. Bad practices and habits all over the place and it’s going to be hard to continue developing it. Not being familiar with Unity made this even worse.
Familiarity with tools
I decided this would be a great opportunity to develop a game using Unity for the first time, as it should save time overall. That probably wasn’t the best idea I ever had, as it quickly become slow-going while I figured things out, particularly on the coding side. I’d played around with things in Unity in the past but never actually created a game.
I got distracted by other things going on and other people too many times, and ended up losing a lot of time overall.
When it came to about 90 minutes before submission deadline, I realised I still only had one level, no victory condition and no title/menu screens. Woops.
Conclusion & future of the game
In the end this was a great experience and I’ve no doubt I’ll be taking part in many LDs to come. The best part is getting feedback from many different people and the community overall.
I’ve learnt most of all that I need to plan my time, prepare in advance and focus better.
I’m going to be developing this game further, I have a lot of ideas planned for it. Hopefully it’ll see the light of day again.. one day.
Ludum Dare 27 has been my first ever Ludum Dare competition.
I was not sure of what was going to happen, if I were capable of finishing a game in under 48 hours, if I would have felt stressed or relaxed, et cetera.
For the competition, I decided to use C++11, SFML, and my own framework, SSV, which is free, open-source, and always looking for contributions/critique.
My development environment was Arch Linux x64, using QTCreator as my IDE, and Sublime Text 3 as my text editor.
The development machine uses an Intel Core i7 processor, NVidia GTX275 and 10GB of DDR3 RAM.
My goal was producing a game that was worth playing in under 48 hours, with native Win32 and native GNU/Linux x86 binaries.
I’m very happy to have reached that goal, and I’d like to share my thoughts about the whole development process.
I worked on the game for about 30-32 hours. I slept, worked on a video for a friend’s birthday, and relaxed for 1-2 hours (played some Spelunky and browsed the internet).
The first thing that surprised me is that I felt constantly stressed. I do not know if everyone feels like this, but I couldn’t stop thinking about the deadline, about the end result.
I have to say that, as far as personal feelings go, I didn’t dislike the 48-hour deadline development process, but I didn’t find it fun either.
However, after finishing, I felt a great sense of satisfaction and reward, which kind of made up for the stressful coding hours.
The second thing that surprised me is that my framework, the SSV framework, was up for the task of creating a game from scratch.
It literally took less than an hour to get a prototype where I could walk around.
A big effort in SSV was put into development of SSVSCollision, a header-only pseudo-physics library intended for retro-style games.
It handles collisions very differently from all other engines out there, and, while not suitable for realistic physics simulations, it is great for retro-style games, where physical bodies do not interact much with each other, but have infinite stability and very precise collision resolution. Here’s a video of it’s performance.
It also lacks all sort of issues that would arise with a realistic physics engine, such as the common error where bodies get stuck between tiles in tile-based worlds.
Anyway, I also created a player sprite, which I had to divide in two parts (arms and body) to avoid repeating unnecessary frames. I used Pinta for the task, a Paint.NET clone for GNU/Linux.
I’m not an artist, and that is obvious by looking at the poor end result of the player sprite. I used the same tool to create all other graphics in-game.
I dealt with sounds by using sfxr, the free, open-source sound generator advertised on the LD website itself.
For music, I used LMMS, a GNU/Linux production software with an UI similar to Fruity Loops. I’m not a musician either, so the end result was poor here too.
The game concept was actually created after the prototype version. I had no idea what I was going to make. I just made stuff and tested stuff.
Then I had the idea of this cool throwing mechanic, where suddenly turning your character would increase the force of the throw.
This is where stuff started getting interesting. I had to deal with my peculiar physics engine in order to allow the player to grab/throw/release blocks.
It went pretty smoothly.
This is what the first grabbing prototype looked like. I also had added the number on the crates but had no idea how to use those yet.
I also had no idea how to use the crates yet.
Then I combined the throwing concept/mechanic with a time-based constraint (10 seconds theme), and had the idea to make the game into a reflex-based, time-based puzzle platformer.
I designed some game elements and threw some test levels together. But I didn’t have time to create a level editor, or to write a JSON level specification. So what did I do?
Tab based in-code level editing. Dear god.
Yep, I used tabs, newlines and spacing to re-create the structure of the level in the IDE itself, so that I could have a rough idea of where I was placing elements.
After making some levels, I created a menu screen, which was very easy thanks to the SSVMenuSystem module of the SSV framework. And that’s pretty much it.
There is a problem with level 5, which is almost impossible because I forgot a game element. But it is actually possible, even if insanely hard.
I’ll judge the game myself, now:
Innovation: I’d say the game is not unoriginal. The turn-based/jump-based throwing mechanic is pretty fun to use, and the game elements, while simple on their own, can be combined to create some interesting puzzles.
Fun: This is a very subjective point. The game is not easy, and can be very frustrating at times. Honestly, I find hardcore games pretty fun – I enjoyed playing my game, even if trying the fifth level for one-hundred times got frustrating quickly.
Theme: My interpretation of the theme is not very original, but I think the 10-seconds constraint that resets works well here.
Graphics: I’m not an artist, and it really shows. The sprites are of poor quality. I tried to redeem myself by creating variations of tiles that appear randomly and maintaining a simple flat look for the game.
Audio: Sfxr is a godsend. I love retro sound effects, and they work well here, I think. Music, on the other hand, is not catchy or memorable, and it’s just a simple loop. It was my first time ever producing music. Here I tried to redeem myself by adding a no-sound and a no-music option to the main menu.
Mood: I tried to create a simple story/world around the game. Basically, you’re working for this company, 10corp, in a futuristic (I guess) setting where getting a job is very hard. In order to survive, you have to work for this company, even if they terminate slow workers to maximize their profits. I used in-game messages (broadcasts from 10corp) to give the feeling of the player being observed and judged during its tasks.
Overall: Overall, I am satisfied with the end result. I’m still not sure if the game is worth improving, but as a less-than-48-hour product, I’m happy with how it came out.
I really hope you enjoyed my entry and this postmortem. Thanks for reading!
Hi LD people!!
First LD for me here! Hope I’ll have inspiration
I think I’ll go for a 2D game.
I’ll use :
- Unity with uni2D
- sfxr (if I have time for sounds)
Good luck to you all and the most important: have fun
Well, if you saw my post yesterday about not being here for thew Compo, you will know I am making my game now, and will be submitting it via my phone while on vacation.
I have made a little bit of progress in the about hour and a half I worked last night. The game will be a FPS, with a twist, keep the enemy alive.
Firstly, the theme I am going with, pigs, has turned into monkey pigs:
I have also made a second model for walking, but I need to redo it.
Secondly, I have made a todo/idea list which you can view here
The idea of the game is that you have pigs attacking you, but you need to keep them alive, as their genetically modified farts are the only source of oxygen when we have killed all flower and tree life.
The challenge of the game is that we all know that you can’t have monkey-pigs, without bandits to attack them, so you need to keep the pigs alive, while they are attacking you, while bandits are attacking them, if the game is finished.
I am going to start to work in unity now, to make the game mechanics and move towards the end of the todo list
Well, progress has definitely been slow on my end. The hardest part of this is to find a game that I can make in this limited amount of time with my limited amount of knowledge. In short, I’m a noob in this type of challenge, especially since this is my first miniLD.
To keep me from being deterred, I press on. For the sake of scope, I decided to do a sort of real time tactics instead of a traditional real time strategy. This should fit the challenge enough to complete a competitive entry, and I should be able to finish as well. So far, the idea for my game revolves around a French trapper who must trap animal s to upgrade his gear. It will have to have the process of building in the game to truly have the element of a real time tactics game. I thought about the name Frontier: Quebec for the name of the entry. I think I’ll stick with this name for now.
I have coded most of my scripts for the Unity engine for the sake of the game, but most of it is on paper at the moment. Hopefully I’ll have time to type it (hilarious, right?). Anywho, the only other thing that I have been doing is listening to “Farewell to Nova Scotia” by Gordon Bok to get me in the mood for the game development that I have later.
I’ll update later, and good luck to my fellow developers.
Here have a splash image!
Day 1, Part 2
After settling into the routine, I managed to get significantly less done than before. Nevertheless, it’s better than nothing.
*Attempted Gamepad support
*Put it on hold because it wasn’t working
*added sound effects
*Made Multiplayer more chaotic
*Added buttons for different controls
*Also put it on hold because of the gamepad issues
At this point, if it weren’t for the bad graphics that people watching my stream could notice I could consider this done, but then I still don’t know if it’s ready for submission – we’ll just have to wait and see.
Day 1, part 1
The night before was intense. I could not sleep, especially knowing that my first major game – to be made within 5-6 days – would start tomorrow. I set the alarm clock to 5 AM, and started working on it an hour later.
For the most part, the game mechanics are done. Sharks, seagulls, sailors, so on and so forth. Multiplayer is pretty much done, though I still have to test it with a friend.
I guess you guys want specifics, so here they are!
*Made the game controls for the seagull
*added mouse-only support
*removed mouse-only support
*added keyboard support
*”hey that’s pretty easy : D”
*So long, and have some fish!
*Added base credits
*Added endless singleplayer
*Seagull doodoo everywhere
yeah I’d better stop there before I gross myself out
for the first 5 hours, not bad! The graphics leave much to be desired, though, so no info on that quite yet :/
Goals for now: Online Multiplayer, sound design, testing, outsourcing graphics to a talented artist named BeGamer who’s working with me!
I’ve been going around trying to test and rate some of the games. One thing that I like is how this competition heavily encourages you to rate games, so your own game gains visibility. I feel this helps create the great community for this competition.
I’ve personally been checking my entry page every once in a while to reply to every comment and thank them for checking out my competition, and check out their game if they have a submission. I feel like I really want to give back to the community, and really like getting constructive criticism.
I remember there being a lot of complaints on the IRC chat after the theme was announced. I personally really liked the them, because it forces you to cut out unneeded elements from your game until you get straight to the core of the game. That, at least, is my interpretation of the theme. I feel like if you really embrace the theme, you can get a lot out of it, no matter the theme. It really gets you to think outside the box, and outside your comfort zone.