Posts Tagged ‘LD #21’
Seeing as this is my first blog post I’ll include a preface about my first LD48 experience!:
I’ve been waiting to do a Ludum Dare event until I had 1) Spare time, and 2) Recent experience with a game programming language/library. The second point is important because I do programming entirely as a side hobby. I haven’t had much experience with the art in the past 4 years. I’ve taken swings at SDL, LWJGL, and Allegro before… but this time I had been learning to use Flixel.
Cut to the night of the competition–I was checking my email in bed on my netbook and decided to check on the LD website and HOLY LUDUM they’re having a competition right now! Man, this is cool stuff… what would I do for the “escape” theme if I were participating? Actually, what can I do? Well basing it on Flixel what if I made the main character an extension of the FlxTileMap class instead of the FlxSprite class? Hey this is an exciting idea… let’s actually do it! So I opened up FlashDevelop and started typing away in bed. I ended up coding the whole thing on a netbook. The graphics I did on my old old desktop simply because I wanted higher resolution and I already had Paint.net installed on it. It was crashing on me but… I frantically got my desktop stable again and pressed on. In the end I learned a lot more about Flixel and even came up with something good enough to submit! My only regret was not having enough time to squash bugs.
So on with the blog entry thing. Results!
Here we go in reverse order:
Humor: No ratings at all? I must be super un-funny. I wasn’t really going for funny but the game itself is a bit corny. I expected a low rating for humor but got none at all. *shrug*
Community: I could probably benefit from posting once in awhile. I didn’t post before the competition because I didn’t register until a few hours into it. Plus there was no planning whatsoever. I didn’t make a post during the competition because I couldn’t figure out how to even navigate the LD website (and it was down mostly). I’d like to put a lot more effort into community stuff next time…
Fun: Well this was sort of expected. But I am surprised it got this low relative to my other scores. I knew it would be low because my game is confusing and buggy, and those make games very un-fun. On the other hand it’s fun in a innovative/schmup/puzzler sort of way. I guess my gameplay is also quite nitch and suffers from being something I want to make and not what others want to play. But I don’t think that’s not a bad thing.
Overall: Okay. Not much to say. Overall is sort of each individual’s weighted average. johnfn pointed out that Overall is closely linked to fun, so this score makes sense.
Audio: It’s nice to get a score in audio since the last time I touched game audio at all was with Modplug back around 2001. I only included a Level Complete Jingle for my game. I tried to have various pitch sound effects for when blobs hit you but my attempts didn’t sound right and I was wasting time. I’ll take a swing at sfxr now that I know it exists (thanks community!). I’d like to try including music when I’m comfortable believing that I can make something that actually sounds like music.
Theme: I was hoping to do a liiitle better here. Simply because my game was about escaping a prison, and each level involved you escaping off the top of the screen. I even included the line “Escaped!” as a possible level-win message. Plus I used the word “Prisonbreak” (not a “real word”, this is intentional) in the title, which I thought was a little more creative than games that simply used “Escape” in their titles. But I’m not complaining here so much as nit picking.
Graphics: A pleasant surprise to score this high on graphics. I did throw out my first colorful floor tiles in preference of a simple brick pattern after my roommate complained that they looked like shit. I guess it paid off.
Coolness: Ah yeah! My game is so cool! Oh right, this is about how many games I played. I made a point to avoid the overly-popular games during the voting. I played a mix of what looked interesting and those straight from the rate games page. My favorites were:
|Dystopian Future Underground City – j_peeba|
|Bunnies, Back Into Your Cage! – ratking|
|Planetary Mission – NMcCoy|
|Towering Inferno – tenpn|
|Snake Plissken: Surfin’ U.S.A. – vandriver|
I pity the fool who can’t beat Dystopian Future Underground City and Snake Plissken: Surfin’ U.S.A.
Innovation: I’ve been disappointed at myself that I couldn’t polish my game more or weed out bugs before submitting it. I was thinking, “well, at least I might score okay in ‘innovation'”. Turns out I did pretty darn well, and I’m really happy about it! I think most of us wouldn’t work on a game at all if we didn’t think it was innovative in some way. Why make something if it already exists? This i’s especially important to me because I spend a lot more time thinking about game ideas than actually making them (I don’t program for a living). Plus this is the first time I’ve made something public. So I couldn’t be happier with this result. I even made the Top 25 Categories page!
While I think my game does have potential, I don’t have plans to develop it much further. I think it would have to be reworked from the ground up. I would up the tile size to 16×16 and try to make gameplay smoother. My original plan didn’t have movement locked into a grid, and I’d still like to try it without the grid (which would need other changes for balance). Balancing could already use some work to improve the strategy aspect… things like reducing the color count to 4 in the earlier levels or changing the floor tile algorithm for better color clumping. (Without clumping there is no point to the bullet-adopts-the-color-of-the-floor-tile mechanic.) Ultimately I think my time is better spent on a randomly-generated platformer I’ve been tinkering with for some time already. I might start another separate short-term project or just wait until the next LD48. But until my “fun” rating becomes decent, I think I have to focus my time on real life concerns.
I guess it’s time for me to do a postmortem of sorts (Tho I’m still working on the game at this point, but I should be able to wrap it up this weekend, you can check the compo and WIP post compo version at my entry page)
First of all, I would like to say that this has been a great experience, and I want to thank everyone for making it possible. So thanks everyone that participated, to the organizers that somehow managed to keep this afloat during the server situation, Adam Atomic for his awesome awesome Flixel Framework, and special thanks to Dogbomb for his terrific “65 Indie Games in 10(ish) Minutes” review, and to Oujevipo for his series of Ludum Dare game reviews.
So without further delays, a screenshot and then The Bad, The Good and a Desition:
Actually nothing went bad at all, I wish I had more time during the compo, but I had to attend a meeting on saturday that ate half of the day (I coded through half of it anyway, while nodding hehe), and the compo theme is announced right around the time I’m falling asleep (I’ve learnt that it’s better if I read it, then scribble down some notes and go to bed, instead of working through the night like I attempted last time).
There’s just too many good stuff so i’ll break it up.
I loved the theme the moment I read it. I had been thinking about non-combat, non-pewpewpew games for a couple of weeks before the compo, and what better theme than Escape to approach indirect conflict? I felt it was perfect.
Flash Develop and Flixel are rock solid, I can’t explain how comfortable I feel with this combination.
GXSCC, usually frowned upon by the chiptune community, allowed me to achieve the sound I wanted without needing to learn the many layers of complexity found in a Mod tracker, so I only needed to borrow a friend’s Oxygen midi keyboard and I was set for music.
SFXR and Audacity for sound effects did the trick (plus some coding that make my game sound like it had lots of different samples, yet it only has 5 samples per kind of sound, that are layered and played at different intervals when triggered).
ASESPRITE, for graphics. While not great, it certainly delivered (except the newspaper cover that got made in GIMP because I had no time to dither the gradient by hand).
Pixel Bender Toolkit, my only gamble as I had never used it before, was really simple to develop and implement, really happy with it, gonna look into number crunching with it for my next game.
1- Brainstorm, watch references.
2- Write down the concept.
4- Write a Schedule.
5- Map input.
6- Create a Screenflow Chart.
This took about 4 hours. Screw Excel, Project, Qubity, Wikis, etc… Notebooks, Post Its, napkins and my cellphone alarm clock work just as good, or way better. For this part I took the keynote as some sort of divine commandment and followed the pro style advice to the letter.
After that, I jumped into developing the screen flow, slide presentation style, then jumped into the game logic, and the rest is history.
I really love making games, I really do. Ludum Dare helped me confirm my gut feeling. I love every aspect of it: The designing, the planning, the coding, the art and sound creation, the polishing, EVERYTHING.
I’m already on the path to make this my livelihood, I’m on the process of getting a game design diploma since earlier this year, and because of that I was thinking about throwing my CV around different companies once I got my portfolio finished (I’m a pretty competent 3d modeler). But the thing is that I don’t want to be another over specialized cog in the machine, pushing vertices or voxels around from 9 to 7, realizing other people’s vision.
I’ve attempted to collaborate with other people on game projects, and I’ve failed every single time, vision and consensus do not mix. I got tired of people telling me “no we can’t do that because it’s too hard”, I got tired of people telling me “that’s not the current market trend”, I got tired of ideas dilluting into homeopathic levels to please everyone, and maybe the problem IS ME, but who cares, if I can’t work in groups, what’s wrong with that?
I just got to try and do it on my own. So starting tomorrow I’m gonna go fulltime Indie, and I’m flying Solo!
Creating a game is a passionate experience. Doing it in 48 hours is equal parts divinity and torture. As such, a lot goes down during the development process, laughs are had, tears are shed, and ultimately you arrive at the end product – your game.
Well, maybe I’m being overdramatic. But you definitely learn a lot upon completing a development cycle, even one as short as two days. The post-mortem is a great way to share that knowledge, imparting wisdom upon those who seek it. In this I’m going to examine what was successful, what were failures, and what just plain drove me nuts during my development of The Man Who Sold The World.
Level Design Workflow (or “Levels are the meat of the meal“)
I had an excellent workflow for creating levels in TMWSTW. One of my favorite aspect of game design is creating levels, so I made sure that process would be as smooth as possible. This meant creating a method of designing, developing, testing and finaling levels in a minimum of time.
The first thing I did was create the character and camera systems, including physics and collision detection. This allowed me to get right into levels, as I knew how my player acted and moved within the first wee hours of development. The result was over a dozen enormous, hand-crafted levels that made it in-game; not only created, but tweaked and tuned for an ideal gameplay experience.
I had the time to fully explore what I wanted to with my level designs, creating many worlds in different environments, and even get experimental with more abstract locations. The process was effective, informative, mentally invigorating and, most importantly, fun.
Source of Inspiration (or “Why the Repeat Button is Your Friend“)
You’ll notice upon launching TMWSTW that a splash screen reads, “Inspired by David Bowie’s conceptual album and story, ‘The Rise and Fall of Ziggy Stardust and the Spiders From Mars'”. That’s there for a reason – it may sound silly, but I listened to David Bowie’s “Greatest Hits” album on repeat for nearly the entire Ludum Dare – having it on repeat allowed those songs to be constantly in my consciousness, influencing my design choices. Having that aural feedback not only encouraged me to keep working, but did wonders for keeping me focused and following a coherent vision for the game.
I did the same thing when I developed Nyan Cat FLY!, listening to the Nyan Cat song during development – I’ve spent over 100 hours of my life listening to that atrocious tune, but it helped the game reach its final state. Nyan Cat FLY!, like the meme itself, is cute. TMWSTW is, like the story it’s inspired by, an epic tale about the decline of humanity.
Plus, Bowie is pretty rocking, and helped me get through the long hours of the night.
Audio Design & Implementation (or “If it’s there, use it!“)
I’m proud of the audio in TMWSTW. I spend a liberal amount of time creating game audio tracks, and like to think I’m getting better at it. I primarily use Sony ACID Music Studio 8, of which I’m lucky enough to have amassed a liberal amount of assets I can use to develop custom music. However, that’s just so much bandwidth-drinking data unless you can get it to actually sound off in-game. Flash is notoriously awful at handling audio effects, and I didn’t want to struggle through creating my own audio manager in AS3.
This is where external classes and APIs come in. Guess what – you’re not the only programmer in the world, and other people have come across the same problems. I wish I’d realized this sooner, especially for audio. Matt Przybylski has creating an amazing tool in the AS3 Sound Manager v1.4, which controls the sound in TMWSTW (and all future AS3 krangGAMES projects). Unfortunately I implemented this system fairly late into development of TMWSTW, and had already lost time trying to foolishly use my own code. Had I gone straight for Sound Manager, I could’ve saved plenty of time and effort. I won’t make that mistake again, and if you ever use audio in AS3, I highly recommend looking into it.
Unclear Art Direction (or “Know Your Limit, Play Within It“)
By no means am I an artist. I have a confession to make: while my LD19 entry PRIOR won 8th in graphics and was lauded in being beautifully stylized, the art is only the way it is because at hour 47/48, I realized, “Oh, this game needs some better art than the debug stuff.” I then proceeded to slap a gradient texture on every background I could find.
However, that was not the case in TMWSTW. Forgetting that I’m not an artist, I -wanted- to make custom retro/pixel art for every environment in the game. Ultimately, I lost several hours of work to something I ended up simply not using. The pixel environment art I made was ugly, low-quality, and took far too much time to develop (especially including the process of moving from Photoshop to Flash, then implementing it into the game). I finally abandoned that vain attempt, and moved to Flash-generated stylized art, similar to PRIOR (though, thankfully, with a bit more color. I’m kinda getting sick of black-and-white, and actually spent a few hours on the art this time.)
The moral of the story: Don’t be something your not. If you have to, do it in the easiest way possible.
Misallocation of Time (or “Why Your Brain and Time are NOT Friends“)
In Ludum Dare, time is not just a commodity, but a deceptive bastard of a resource. What I mean is, your psychological interpretation of time is never representative of true amount of time left. Even when you KNOW that you’re running out of time, you can still very easily lose track of it and waste it on badly prioritized endeavours.
If you’ve been reading this post-mortem through, you know how much time I lost working with audio and Photoshop (more on Photoshop in a moment). This happened primarily because I misjudged both the amount of time required on these tasks, and the amount of time remaining. Admittedly I’m vastly unfamiliar with Photoshop and couldn’t make a proper work-time estimate there to save my life, but that’s a poor excuse for losing the number of hours that I did. Estimating time and collecting those estimations into a proper timeline is incredibly difficult, and it’s all too easy to misjudge that and stray too far from the path of your development.
I suppose the best method to avoid this tragedy is to quantify everything you have to do objectively, at the beginning of development. What I’m going to do for the next Dare: create a task list of everything I need to do and estimate the time it’ll take to do it. Then add 15% to those tasks. Then reserve at least six hours for polish and miscellanea, and strip away everything of low-priority that pushes me over the 48-hour timeline. Hopefully, that’ll keep me on time.
Lack of Sleep (or “Quality Is Better Than Quantity“)
Here’s an unsurprising truth: you lose sleep in Ludum Dare. There’s no way around it, making a decent game in 48 hours will suck away time like nobody’s business. Spare time doesn’t come from nowhere, so if you want to make a decent product, you’ve gotta cut something away, and sleep is the most obvious victim.
Don’t get me wrong – there’s nothing wrong with that, at least from the Dare’s perspective. Staying up late can be fun, as any eleven-year-old would attest, and the constant flow of energy and creativity that arises from game development is exceptionally invigorating.
But there’s an fine-yet-extremely-important line between sacrificing sleep and neglecting your needs. Time limit or not, your brain needs sleep, even if only for a few hours. Staying up too late under a naive notion of “If I sleep, I won’t have time finish” is one of the most dangerous things you can possibly do.
Lack of sleep will take its toll, a far worse toll than spending three-hundred minutes unconscious will. Your focus will drift, your quality of work will decline, and your overall product will suffer for your self-negligence. Taking a four-hour powernap and a shower upon waking up will do far more for your product than an extra five hours of half-baked development, followed by more hours of ever-increasing tiredness. At one point I was falling asleep at my computer – it sucked, and my game knew it. So learn from my mistakes. Go take a nap.
Either that, or adopt the Uberman Sleep Schedule.
The Ugly… Sotra
Theme Interpretation (or “Livin’ By Your Own Rules In Someone Else’s House“)
The theme for Ludum Dare 21 was “Escape”. I’ve noticed that people tend to treat the theme differently. Most people take it literally, which is fine, and often produces some pretty excellent gameplay experiences (such as NMcCoy’s excellent “Planetary Mission“, which I recommend trying out). Others view the theme in a different light, more like a guiding star than a criteria point.
This is how I viewed it in TMWSTW. Make no mistake – “Escape” is the dominant theme in my game, and it’s represented metaphorically through the player’s final actions in the game. This is not some kind of excuse for my game design, nor is it an attempt at being a pretentious douche. It is simply my interpretation of the theme, and how I chose to represent it through a video game.
Ludum Dare Compo Rule #3 states “Games must be based on the theme.” Ludum Dare is all about rapid development, and creating a product out of unfiltered passion. Basing the entire development cycle on a theme, like what the Dare has done, is ingenious, and manipulating that theme in your own fashion is an exciting thing. No matter how you interpret the theme, you’re taking a universally acknowledged concept, and making it your own. So do so however you see fit.
F**k Photoshop (or “No, seriously.“)
Please, bear with me for a moment while I depart from a more eloquent dialog and instead relinquish to the world a personal opinion that I hold, in the most base and understandable form possible:
For real. I love Adobe, I’m a huge fan of Flash (as anyone who knows me can attest), and the entire Creative Suite is a great product. But Photoshop and I have a beef, and I’ve gotta address it. I’ve stated on several occasions that I am NOT an artist, and as such I don’t pretend to have any level of skill in Photoshop, or Illustrator or even creating advanced artistic elements in Flash. But I do know a thing or two about product design, and creating features for users of all skill levels.
In this case, the chip on my shoulder comes from Photoshop’s inability to mass-modify colors on different layers, and then export them. You simply cannot find-and-replace colors on multiple layers (or at least, after a few hours of forum-sifting, I couldn’t find a way). As my player character had many different layers for animation, this was a huge issue. I could simply place a layer mask that changes all layers beneath it, sure, but then you can’t mass export those assets – the layer mask is not included in the export, and only default images get created. Ultimately I made a keyboard macro to duplicate the layer mask, combine it with the layer below, export that layer only, delete the layer, and move the original mask down to the next layer. Lather, rinse, repeat – a major pain.
I lost over four hours to trying to change BLACK and WHITE to ORANGE and BLUE. Four hours. Now, feel free to go off and rant, “You were using a poor method/That’s easy to do if you know how/there’s technical reasons it can’t be done/You’re a PS noob!” or whatever other retorts you may have. My point is, usability design has to take novices into account – a program SHOULD be intuitive enough that users can perform simple tasks. And replacing one color with another should be a simple task, and it is, if you’re only working on a single layer. I’m no slouch when it comes to finding solutions on online forums or hunting for methods of completing tasks, but when it takes you over four hours to jury-rig an impromptu solution to a presumably simple issue, I’m left at the conclusion that Adobe dropped the ball. Photoshop is a great program, but it’s far from perfect.
Scope, and Knowing Yourself (or “The Uplifting Conclusion“)
I think I’m masochistic. Maybe that’s more than you wanted to know, but that’s the only explanation for the decisions I make during Ludum Dare. I’m constantly pushing myself beyond my self-determined reach in terms of development. In Ludum Dare 19, I crafted a facility larger than a standard city block and populated it with a complete, twisted back story. In LD20, I created a fully-functional level editor and allowed players to not only take the game into their own hands, but record the fruits of their labor and share them around. And in LD21, I wove a Universe. With David Bowie at my side, I explored love, spirit, daring, and the fate and frailty of humanity.
Those lofty reviews aside, the point is I established the scope of my development as HUGE. I did this intentionally, for a few reasons. One reason is, I simply love creating stuff. “Stuff” is the correct word there: I love creating levels, NPCs, obstacles, stories, music, everything that goes into a game experience. So I set ludicrous goals for myself, and push myself beyond my reach. It’s risky, and it isn’t for everyone, but it’s how I generate the best personal results (usually).
The point I’m trying to make here, is be true to yourself and your habits. Take every bit of advice with a grain of salt, and find your own best practices. Biting off more than I can chew works for me, but it can be catastrophic for others (just as trying to do pixel art nearly did me in, while some people are savants with retro graphics). We’re game designers. Only through creating games can we get better at our craft, and only by being true to ourselves can we really create a game. Anyone can build a game, but to really create an interactive experience, you have to play to your skills, nurture your muse, and be true to yourself. That’s where games come from.
In summary: David Bowie rules. F**k Photoshop. Thanks for reading. <3
So this was my second LD – I’ve been obsessed with making games for a long time now (fair to say I’m very likely in similar company :P) and this was the perfect way to continue to learn more about the process. Like many recent newcomers I found out about this whole thing through Notch (thanks!)
What went right:
- choosing python – wow I am blown away by just how fun it can be to code in this language; it’s very intuitive so even though I’ve only been using it for a couple weeks it felt very comfortable to get into.
- pygame – makes simple game development a joy
- putting a more wacky spin on the game – my last entry was very simple in terms of story and I didn’t want to repeat that. This time I put alot more time into the writing, fleshing out the setting and plot without coming across as overly verbose, tightening the dialogue, etc. I had alot of fun coming up with the various snide/cynical quotes uttered by Trevor at the beginning of each level and upon picking up special items.
- py2exe – first off I wanna say I still really appreciate that this module exists, without it I’d have no real chance of sharing my game with anyone not running python. But it does seem to possess a few bugs or atleast quirks that you have to be aware off in order to get it to work correctly in conjunction with pygame. It’ll do things like not bundle certain DLLs required by your application which you have to do manually. Normally this would be no problem but the added time pressure of LD makes it all the more challenging.
- time-management – my initial vision for the game was ambitious (atleast for my skill level haha) and while I did end up finished about 95% of the features I wanted to include, I missed the 48-hour deadline in the process and had to submit under the jam. What’s frustrating is that if I had just been more disciplined with my approach I’d have stood a good chance of making the first deadline.
- too much caffeine – ‘oh there’s two hours left till deadline and I haven’t slept for twenty hours and have already consumed enough tea for a week? Haha that’s not important give me another cup wait why can’t I feel my face?’
It was supposed to be Flash, goddamit. But the Greek… he owns a Mac with Gamemaker. And he cannot code a single line.
The Greek listened to Enrique Iglesias Escape Album the whole weekend. He should go see a shrink or something.
Right now, the Greek is sleeping. He told me to promote his game. Right. He deserves to have nightmares. He made his game for OS/X! But we love the Greek and maybe we will port his game to Flash, make some original artwork and polish the gameplay.
Enrique Iglesias on a game? Only the Greek can come up with something like this. He wrote some description before passing out:
In 2001 people in the United States were terrified. Something terrible had happened. Something that frightened even the bravest ones. Enrique Iglesias released a new album in English: Escape.
There was more. Enrique decided to make surprise appearences around the States. In shopping malls. It was said that listening to his new songs would blow your mind. Literally.
In the game you are a shopping mall security guard. You should protect visitors from him. You should find Enrique Iglesias among the visitors and click on him. Then, people could escape from Enrique.
But fail and people would listen to him.
Download (OS/X): http://dl.dropbox.com/u/2051675/EnriqueEscape.zip
Who is Enrique Iglesias?: http://bit.ly/WhoIsEnrique
Listen to Escape album: http://tny.gs/EnriqueEscape
I’ve submitted my game to Ludum Dare. If you want to check it out, here’s the link. Screenshots:
Anyway, my game is submitted, but not done. I’m sure there will be code that needs fixing, which I’ll do during the last few hours. I’ll post my post-mortem after the 48 hours is done.
This is the first Ludum Dare I’ve actually completed with a game that resembles finished. Ah, that first time feeling Technically, I did attempt LD 20, but that failed miserably.
After the 48 hours is up, I’ll call my game finished. Until then, I’ve got everything covered so can spend the last 8 hours with the code. And maybe some caffeinated drinks.
I was planning to do the Jam this time round, but my team are all over the country right now on holiday
See you on the other side of the 48 hours.
(You can see my dev log from the start at http://tenpn.tumblr.com/)
This is my first Ludum Dare, and I didn’t want to stretch myself, so I have gone with a roguelike genre. This means I don’t have to worry about framerate, or even graphics. I used libtcod, which bar the lack of documentation so far seems like a good middleware.
In my game you are escaping from a blazing office building. Each floor is procedurally generated, and the objective is to get to the exit before you’re overwhelmed by the flames. You have various tools to help you, including water bombs and the ability to shut fire doors. In the screenshot you can see I have just manually activated the sprinkler system.
It’s really difficult to extinguish the flames completely, so your best choice is control. Can you stand the heat?
This is the second Ludum Dare that I’ve attempted. I’m blogging about this one because I think I’ve got a hope in hell of finishing on time.
The obligatory desk photo:
And a screenshot of my code so far:
I’m coding in XNA. I’ll learn Flash one of these days. Or Java.
So we’re getting somewhere. See you on the other side.
So as I mentioned previously… I’m in! However, it’s gonna be an uphill struggle. I quit my job today! Wuuut? Yeah. I also had a CT scan yesterday? I hope I don’t have deathitis. All that aside though, my lack of time to prepare anything else has me using the same tools as last time; Python with pygame, bfxr, maybe that music script if I can find it again, MSPaint, Gimp, energy drinks, ibuprofen, attention-seeking cats, and dedication.
Just over 4 hours left, and I need to eat dinner and do some cleaning! Good luck everyone, and hopefully my head will stop hurting enough soon that I can look at IRC without getting dizzy, in which case I’ll see you there!
Also: Have a picture to brighten your day.
I don’t know if I will have enought time to build a game, but I’ll try.
2) all graphics made by myself (and so it will be some crap graphics), no more mistake with this!!
3) music using as as3sfxr
I don’t know if theme will allow a top down game but I think is the most simple game to do this time
I’ll try to think before do something, promise!!
I’m for sure in Ludum Dare 21, looking forward to making and playing!
I’ll be using Flash CS5 for programming, most likely programming within The Flash IDE but might use Flash Builder 4 or Flash Develop. Graphics will either be made in Flash or Photoshop, audio will be done with Audacity, Sony ACID Music Studio 8, and a SFX/loops library I’ve been collected. Any external libraries or whatnot I use, I’ll notify of once I know what on earth the theme is
So, as you might guess, based on this post existing, I am going to try my hand at this whole Ludum Dare thing, finally. I’ve been watching from the sidelines for a little while, and I can’t any longer. I must participate! I am hereby officially declaring my intent to participate in the LD21 competition.
It looks like I need to declare upfront my personal code “libraries.” Calling them libraries seems a bit presumptuous, actually. It’s a few little pieces of code (rendering functions, top-level skeleton functions, a couple of pixel manipulation functions, mostly stuff to speed up use of SDL, all in C++), but I suppose all together I can call them the cheese_framework library. That name isn’t taken, I hope. Google actually found something (on Google Code), but it looks like it was deleted. So, cheese_framework, then. Do I need to post this stuff on here or something? I totally can, but I would have to put it all together or something and stick it up. Let me know!
Actually, here is an open source roguelike I whipped up for the 7DRL 2011. You can totally see my masterwork in there. Anyway, still let me know if anyone wants to see more of it.
If you’re still reading, my name is Kevin Wells, and I have a little indie game development company known as Cheese and Bacon Games. Maybe I should have led with that.