Posts Tagged ‘ld48’
Since I didn’t know how to spend this Sunday, I thought it would be a good idea to warm up my brain with some quick game development. So I made The Box, a short visual novel in about 5 hours. It uses the Ren’py visual novel engine.
Be warned, it will probably leave you angry. So go on at your risk
In the game you find a strange box, and you have to discover what’s inside. But it isn’t as simple as it sounds… Expect some weird stuff to happen.
I consider it more of an experiment to see how creative one’s mind can get. It yelded some interesting results.
Check it out here, if you are interested. Here are a few screens:
Hope you enjoy it. See you next weekend for some sleep deprivated, coffee fueled development!
I’m in again for the LD 28 Jam. This is my second Ludum Dare and I’m excited to be taking part again! Hoping to actually get something finished that is in a workable state.
I’ll be using ActionScript with Flixel. Adobe Suite, including Flash Builder. Possibly Logic for music.
Changed from the Compo to the Jam to give myself more time and the possibility of working with someone else. Looking for a pixel artist.
I made a little game called Oxy (please give some feedback) and here it’s its postmortem.
I like games and I play a lot of them. I got into programming because I wanted to make one, but never finished any worth showing project.
I wasn’t going to enter LD. I was only waiting for the theme announcement and I was just going to play around. I had no idea of what tools to use or how to make it. The theme was out around friday at 23h where I live and I stayed up until 2h in the morning trying to think of something to start. All I got was an “old” idea that could be adapted to the theme, but it didn’t feel right. So I went off to bed and started thinking about giving up.
The basic idea of 2 divers in an underwater cave only hit Saturday morning. From this moment on I had a blast of ideas. Some of them were good and others, totally crap. Like the idea of moving the 2 characters at same time. I’m so glad I didn’t push it. It would ruin what become the best decision I took. Finally I got to the idea of having the 2 characters, but one of them would be unconscious and would be in need to be dragged around. Both would be in a underwater lab that would need 2 people in different positions at the same time to push the buttons to open doors. The only thing that I was certain about it, was [SPOILER-select to read] that Dave wouldn’t make to the end alive. My main goal was to make the player feel attached to Dave and then, well, kill him. [/SPOILER]
- Instructions: I think I could have made a better job at explaining the game to the player. I made the “title”, “game over” and “win screen” in a heartbeat before the due time. I almost forgot to include the controls.
- Planing: I hadn’t planned anything at all. Not even whether I was going to participate or not. That made difficult to polish some ideas. Next time, I hope to be more prepared.
- Short: This is kinda good for the competition, but I wish I did more story-wise. I wanted to create a connection between Dave and the player, which some people got it, but I think I could have done a better job here. It feels a little forced how it all happens.
- Difficulty: Well, of course I’m the master of my own game, but there’s other people in the world, with different skills and patience. Once you died, you had to go through all again. As some user stated, it felt like a chore (even if at the end it was a rewarding one). Some people suggested some sort of checkpoint but I think that would break the immersion. It just needed to be a little more easier.
- Finished: Hell yeah. I f****** did it! I finished something that I’m not afraid to show. \o/
- Music and sound: Many users loved the music and so do I. I was very lucky to find the Circuli app. I spent a bunch of hours playing with many music generators (because I have no talent), but none of them felt right. I like how I made the sound effects (the 2 of them haha) fits with the music and ambient.
- Mood: The music really sets it, but I think that the little narrative and dilemma makes it full circle, even with the short duration.
- Controls: Even while I failed at explaining them, they were pretty easy to master and they felt right.
- When Dave dies, the game continues: I think this was best design decision that I made. Because when it happens you think “it’s over!”, and then it’s not over, but you have to drag the dead body of your friend. Not everybody got a deeper thought about it in this “silly game with puzzles”, but that’s what I was aiming for, so I’m glad that some people noticed and thought about it.
If I had more time
- Graphics: I really can’t draw as I stated in my entry post, but I know I could make, at least, the scenery look better and not THAT amateur and generic.
- WASD: I completely forgot to include these keys. I planned to do it, but I just forgot.
- Story: I think a better background story for both characters would make it easier to achieve my storytelling goals.
- More and better puzzles: Well, that’s pretty much it. More and better puzzles.
- Two endings: I wanted to make two endings: [SPOILER MAYBE-select to read] One if you crossed the final door with Dave and another if you didn’t.[/SPOILER MAYBE]
I really liked my idea, but the execution was mediocre to good, I guess. So I intend to take this to another level. Make it a full game. I hope to do so.
I had a wonderfull time. It was an intensive, scary, stressed and fun weekend. I finally finished something to be proud of. And people got it and liked it and this feels so good. This little experiment incentivated me to push more and harder now. I have met some incredible minds behind the games I rated so far and I’m excited to keep in touch.
Thanks for reading and please, pretty please give some feedback.
If you haven’t already, please play and rate our game, Hyper Furball!
This is my 5th Ludum Dare entry, and my second time working together with my artist xellaya. Things came together really nicely, and I’m really proud at what we managed to do in the 72 hours. Here’s what the game looks like:
Let’s go over what went well and not as well this time around…
What went well:
Settling on a good concept
We threw quite a few ideas around before settling on our sidescrolling RPG with the “hyper mode” mechanic. Initially we were thinking about doing a Warioware style 10-second minigame collection (nothing new, but probably still fun), and were also seriously considering doing something along the lines of Off the Leash. The idea thee was that you keep running to the right and have various obstacles and powerups that slow you down and speed you up, and you have 10 seconds to reach each checkpoint. I was all set to start working on that when xellaya pointed out that there really wasn’t anything new about what we were making. I thought about it some more and I agreed that it probably…wasn’t that exciting. Friday night came and went and we still weren’t sure what we wanted to make, but eventually my train of thought went to “we should make the 10 seconds as intense and crazy as possible”, and from there I got the idea of a side-scroller where hyper mode basically involves you steamrolling a whole bunch of enemies and leveling up a bunch. It ended up working really well, and I think it uses the theme in a way that’s clear, functional, yet non-cliche. Awesome.
Liberal copy-pasting of code
There’s kind of a delicate balance when it comes to high-speed coding. You don’t want to be clean and neat with everything, because it just takes too much time, and you’re only working with your code for one weekend anyways (not to mention, I’m the only coder here)…but you don’t want to be -so- messy that you end up introducing bugs and making things hard for yourself. I ended up copying a lot of code from my LD26 entry Minimalist Mayhem, which I also did in Flashpunk, and that sped things up a lot, as I already had code for flashing the screen (with fadeout), and I didn’t have to think about the proper way to create/recycle objects in Flashpunk or anything like that. There was also just a lot of one-off code that ended up getting duplicated, like the code for the parallax backgrounds–after doing that once, I just copy-pasted it each time xellaya finished a new set of backgrounds and I didn’t even have to think about it. Yes, messy, but as long as you’re careful, it all works, and it’s fast.
So many, so many Ludum Dare games are lacking in polish, but it makes such a big difference. It’s what makes your game seem AWESOME. That’s why it’s so important to pick something that you can execute easily, because once you finish the main execution, you can spend all the rest of your time making you game look pretty and fancy and smooth. Screen transitions, sound effects, cleaning up your UI…all these nice little things really add up. I’m really proud of the intro and title screen, for example–first impressions really count! I was really excited when I put in xellaya’s graphics for the title and synced it all with the music…so proud! Did I have to implement a jukebox screen with scrolling backgrounds (that cycle through the 4 different levels!) and colored stars flying around? No…but it’s really neat and awesome, right?
We really worked together well this time…I’m an LD vet by now, so I know how things go and I basically didn’t run into any big hiccups at all, aside from a FlashDevelop “out of heap space” compilation error which disappeared every time I restarted Flashdevelop (phew!). I even hacked the Flashpunk Text class to get the outline effect on all my text! I’m comfortable with Flashpunk and I’ve gotten really really good at making game soundtracks in constrained time periods now–in total, I wrote all the music in around 7 hours’ worth of time! (all that training from One Hour Compo paying off!) xellaya was also much more set up for things this time and we didn’t run into any of the miscellaneous troubles that we had last time for Marriage Quest (pngs being exported without transparency, etc.). We used Dropbox to get artwork from her machine onto mine; don’t know why we didn’t do that last time. It’s important to play to your (or your team’s) strengths when you’re thinking up a game…xellaya likes drawing cute things, and I really excel with 9-bit chiptune music, so it was great that we ended up with something that allowed us to use our talents to their maximum potential.
We both had the whole weekend to work on our game, which was awesome. No other stuff to worry about, no imminent tests or projects, no getting sick, etc. Awesome.
What went not quite as well:
I did better than last time (Minimalist Mayhem just had a single huge screen with all the instructions on it)–I was especially proud of the “mash space” animation that shows up on screen the first time you enter hyper mode. But the level up screen isn’t really that intuitive…in fact, the checkboxes ended up making everyone assume that you can use your mouse to click on them. Which…still confuses me, to be honest, but maybe that’s just because I’m an oldschool console gamer and I think everyone else is weirdos in the way that they think. I don’t really know how this could have been better, but I didn’t spend that much effort really thinking about it. I guess I’m just not that great at UI design. xellaya didn’t really have the time to think about this either, though, so in the end we just did what we could, and I think it’s at least functional. It’s not great, but probably not -bad- either.
The gameplay for our game is…”decent”. I wasn’t entirely happy with the simple attack/block mechanic that I had going on for normal combat, but I knew that it would end up being okay in the end because that’s not really the focus of the game anyways–the focus of the game is having fun with ridiculous crazy hyper mode! Still, I wish I could have made normal combat at least a bit more interesting somehow, though I’m still not sure exactly how I would do that. I think in the end I didn’t have time to push for enemy attack variations or anything like that, and xellaya didn’t want to do a lot of animation…if we had spent more time on this, the polish level would have suffered. So this is not really a mistake, per se, but still wish it could have been better. This is probably the main point that might hurt our ratings.
Not Enough Playtesting
Yeah, yeah, super common problem. This always happens, really. It’s important to get feedback and have people play your game, but…when your heads-down trying to cram in the last few features (Breaktime mode!), it just ends up by the wayside sometimes. I think I really lucked out that the game isn’t horribly unbalanced (at least, in a way that makes it not fun), because I really didn’t have that much time to spend on that and tweaking the enemy strengths and the upgrade requirements. I did spend a -decent- amount of time on it, which is why leveling up takes about the right amount of time and everything, so I didn’t do too bad here. But I feel like this was a danger area that I managed to sneak by on.
All in all, we did a great job, and I’m really proud of how things turned out. Our game is quite fun, and I’ve been trying to see how fast I can complete it using no continues
Please leave your feedback and comments! Oh, and go check out the soundtrack download too!
So a few days has passed since deadline. I’m glad from all comments people have left me about my game. Got some great feedback and I thought I’d do like many others and write a short Post Mortem.
This was my first Ludum Dare and as I can’t draw or code Twine is the best engine out there for me as I can write atleast.
“The 10 (other) Seconds Journey” wasn’t my first Twine game but it’s one of the first.
The game was done in approx 5-6 hours.
Engine was Twine.
Used Google Web Fonts.
Graphics made by PaperBlurt.
I feel I should’ve tied the 10 parts together in a better way as some people got confused, basically adding some kind of transition or similar. I also want to change the choices made during the Rock Hudson-part based on my girlfriend’s feedback. Finally maybe music would’ve been good and maybe use puns in another way. (The part with Rock Hudson is something I’ll change after the competition when I got an “OK” from Ludum Dare, but now it’ll be as it is).
I feel I got that quick pace and flow I sought to get. I also, somewhat like the design, as it feels just as it was: a game made in 5-6 hours. I believe I got some funny stuff in there too (Hitler, Baseballers and Titanic). I think one of the best stories is the countdown where I’ve implemented some parts from myself (you know the “dad part”) and the same go for the part regarding who you feel “second to”.
Hope you like the game, and please get back to me with thoughts and comments and feel free to check out my other stuff at the link below!
More stuff from PaperBlurt (Julius Olofsson) -> HERE
On Twitter -> @PaperBlurt
Hi darers and jammites!
LD27 was my third time to enter Ludum Dare, and my first time to enter the compo. In my insanity, I decided to make a platformer, and by some crazy streak of cosmic luck (and hard prioritization), I was able to finish it on time.
Please give it a go, rate and let me know what you think. I hope you will enjoy it.
What went well
- The theme: I originally hated it, but in the end, I think it worked out pretty well.
- Git: It’s a lifesaver. Don’t do any kind of development without source control!
- Preparation: I set up a Github repo during friday evening with a pre-configured IntelliJ project, empty game template and “branded” HTML page. This allowed me to dive straight into the project. Compare to LD26 where I spent an hour configuring IntelliJ to run a debug web server with PHP support and getting the level editor working.
- Pro Motion: Pro Motion is an amazing tool for creating pixel art and tile maps. I couldn’t have pulled off the graphics without it.
- Impact: ImpactJS just feels right to me as a game engine, and the bundled level editor and deployment tool is great.
- Feedback: My friend Irubataru and wonderful people on IRC gave me feedback and motivation to keep going. I couldn’t have done it without you. <3
- Sleep: I got my full eight hours between Saturday and Sunday.
- Water: I had one Starbucks coffee. Apart from that, I just drank water.
- Art: I had a crazy art sprint during the Sunday evening. I can’t believe how much the feel of the game changed. At some point, the characters also became cats.
What didn’t go well
- The theme: While I ultimately think it benefited the game, I spent a long time agonizing over what to do before getting started. I need to do some off-line work on brainstorming techniques.
- The controls: Ultimately, the jumping turned out a bit floaty, but I had already come too far with the level work to do anything about it.
- Timekeeping: All of my self-imposed deadlines slipped. I intended to finish levels by noon on Sunday; finished at six. Intended to have art done by six, finished art at midnight (CET), etc.
- Music and sound: I just didn’t have time. They had to go.
- The purrtraits: They don’t mesh too well with the rest of the art style, but I still think they make the game more lively.
- Community involvement: I was active on IRC throughout the event, but failed to do blog posts, live stream and post real-life pictures. Hopefully next time.
- OS juggling: I did my primary development on Ubuntu, but had to reboot to Windows for the art parts. The push-reboot-pull routine was cumbersome and highly unnecessary.
- My mouse: At the day of Ludum Dare, my mouse suddenly picked up a bad habit of registering two clicks unless I held the mouse button down. This was highly annoying.
- Food: I didn’t eat regularly. Next time I will be setting fixed eating times.
- Getting up: I got up pretty late (past noon) on both days. I could probably have done more if I’d gotten up when intended.
After spending the evening sleeping, it’s time to check out some of your work. Congratulations to everyone who finished. I’m looking forward to seeing how you tackled the theme.
Go on, click him. You know you want to:
And that’s a wrap! Congrats everybody who participated!
I’m SUPER-DUPER excited because this is my first ever TOTALLY complete LD entry ever! I managed to implement, I believe 100% of the features I planned! I improved the art and sound a bit at the last second, all my controls work, and I’m not aware of any bugs! (I’m sure someone’ll find something…) Even if I get the lowest rating in the history of LD, I’ll consider this to be a huge success!
I’ve got my code up, but haven’t squished it down into an executable for y’all yet. I’ll try to do that tomorrow!
I look forward to playing and rating tons of games in the coming weeks, especially since many of them will be short enough for me to test them in slow moments at work.
…Speaking of which, it’s time for me to get some sleep.
Oh right, have a link to my entry!
I’d never even opened Construct 2. before the start of this Ludum Dare, but it’s helped me make some really good progress, and I even had a normal night of sleep!
Next up, I want to make the dragons come out of a portal (instead of just a rectangle that moves around) and I’m going to turn the end-goal into a legitimate tesseract instead of a 2D square.
The game is a standard tower-defense w/a mostly-fantasy theme… but 10 seconds come into play a lot. There is a progress bar under the Tesseract (the point you defend) and every 10 seconds it fills up and grants you more crystals (you’re seeing a fading popup notification of the crystals in this shot). At the same time, there is a yellow progress-bar under the “10″ which fills up at the same speed. It isn’t in the screenshot since I took the screenshot right at the end of the interval – so that you could see the crystals!
got my Idea for the theme “10 seconds”.
My game will be a top-down shooter. You play a human who mutates a part of him every 10 seconds which gives him altered abilities.
To slow down the mutation change frequency the player can inject a stabilizing drug to lengthen the 10 seconds.
The difference between the two mutated abilities depends on the aggressiveness of the mutations. The aggressiveness can also be changed by injecting drugs.
By using an ability, the mutation’s aggressiveness is increased.
Don’t know what the goal will be, probably to get stable or find an antidote.
So far I got the player sprite drawn, a dirt texture and a palm tree.
Screenshot of the game:
The palm tree:
The goal for tomorrow is to get the character to move and rotate.
Another is to get some more environment sprites done so the world doesn’t look empty.
Health-bar, mutation-timer and aggressiveness-timer need to be implemented, too.
Weapons and enemies will be implemented on Monday.
I don’t think I will get the game finished till Monday, but at least I found some bugs in my game library!
Another quick progress report on Dwarf Wars. I’ve added sound effects and a (somewhat annoying and depressing) piece of theme music. I must say, sfxr is a life-saver!!
And now for a quick break for lunch. I can smell bacon downstairs.
Getting up at 3am was totally worth it!
As soon as I got back to bed the ideas were popping up one after the other:
- a 10 seconds to defuse the bomb game,
- a memory game with 10 seconds to look at the solution
- a light-cycle race in which you need to turn once every 10 seconds or loose
- a bomberman-like two-player game in which the walls grow every 10 seconds
- a shooter in which the enemy can only be seen briefly every 10 seconds or if he fires a weapon
- and the last idea, which I’m not going to tell you right now (:P) because I’ve got to build a prototype first …
We started the collaboration call on 8:00 AM TH time (9:00 AM in SG) to talk about the idea we will work on for Ludum Dare 27.
The time now 11:15, and we finally nailed down the concept to be Nine Lives – Cat. The initial solid reason we thought about this was that 9 is near 10 seconds (the theme), thus leads us to this kind of topic.
During the talk, we have shared ideas and discuss on the possibilities of interesting game idea might be continued working on. The following is the links we gathered through.
An idea about Japanese TV show to get up and finish things off within 5 minutes.
Face pace in decision making of pretty old game called Hugo.
An interesting game idea that we use as a reference point around the line of parallel world and timing.
A lancing game involves with fast decision making and excitement in gameplay.
The gameplay as seen in this game is really close to what we’re trying to achieve. It’s like an endless running game to avoid obstacles or stuff along the way.
Ghost trick, a technique we might use along the way to possess or solve puzzle.
Race the sun, another good reference with interesting concept on level generator and similar gameplay to our idea.
We will inject the perspective through the cat as it’s falling down from the very virtual high places. In fact, the cat will fall down starting from the real physical world then go through the obstacles that allow our chance to use somewhat ghost trick to activate something or clear the path away. Each gameplay will last long for only 10 seconds but by using ghost trick, we can slow down the pace of time a little bit more to peacefully act upon the puzzle ahead of ourselves. Anyway, it’s simply about clearing the path.
As the cat falls down each chunk of sub-world, it will go through transitioning into another chunk. We planned to have 10 chunks with different level set up and obstacles. Finally if a cat can touch the lowest ground in the lowest chunk, then it will go back to life (in real world) thus the name Nine Lives comes to play. We believe we take 10 seconds to work with the game idea in a creative way although there’s room for us to further think about it.
One last thing, Bruce is able to find out is that whenever we need to commit Unity project to github or source control. We need to consider about the following issue and how to solve it. It causes our team mates not be able to open the project after the first commit.
Right now it’s lunch time, we will get back and talk more about the plan in implementation along with we will be able to see the first concept design from Suebphatt.
I’ve made significant progress on my game tonight, but it is time for me to hit the hay. I finished spriting, movement, and basic UI elements, as well as some very basic AI. Here’s a screenshot, if you like those better than words (and I don’t blame you if you do!)
Have a good night, all! And good luck with your games!
Phew. Midnight already here. 3 hours into the competition, I think I have a good start. The dwarves are movable currently through a click-system. The orcs are just mock-ups right now, but they’ll move eventually… I hope. Anyways, check it out:
Not to shabby, in my own opinion. How’s your game coming along?
Hi all! I’ve known about Ludum Dare for quite some time now, but this is my first chance to actually participate in one.
I know it’s kind of late to do this, but I’m announcing my entry into Ludum Dare 27. I will unfortunately not have much time to work on my game due to some real life events, so I don’t anticipate having a very polished project ready by the end of the compo, but I’ll try anyways.
Game Engine: Game Maker: Studio Professional Edition
Sprites: Built-in GM sprite editor, perhaps photoshop if I need it
Music/Sound effects: Composed in Anvil Studio as .mid files, then converted to something more up-to-date such as .mp3 or .wav
Thanks for reading! I wish you all the best of luck!
I am in for the Jam! It’s my third time but I never finished a game.
This time I will be using my closed source library which is more flashed out than my open source one.
- OpenGL 3.3
- GLFW 3.0.2
No sound. Library has no sound support at the moment
My goal is not to give up, if a bug or problem arises with my library.
And to finish a game, which means just uploading something which can be considered a game.