Posts Tagged ‘ld48’
This week has been hands off tragic for me with multiple parents having cancer, and an old friend dying… life is rough… Broken 1 has morphed into this project: http://www.indiegogo.com/projects/a-tale-of-persephone-and-hades/x/2513003#share
And combines with this adult artbook: http://goingclassical.deviantart.com/
And more I cannot bear to write up. Stay tuned…
A week has passed since LD48 and it’s a good time to take a deep breath and reflect. Rub our sore muscles. Think about what’s next. Weep uncontrollably. Whatever you need. In my case, Mass Splitter went out the door without a hitch! Well, rather, it was well under the maximum number of allowed hitches. It was within hitch tolerance. In truth, there were three hitches: I didn’t get in a main menu, I didn’t get in a tutorial or at least an instruction page, and there was only one level. But all these hitches pretty much have the same cause, that of running out of time, so how comes I haz runs out?
What Went Wrong
Architect hat mostly unworn
I spent a bunch of time trying to get some view components working with HaxePunk. HaxePunk handles origin a little differently than I would think it should work, so I spent a few hours on my View class, getting the Scale, Origin, and Position components to all work together. Great, they now work together.
I did this because my game has orbs in it, and the active orb has a tube spinning around the outside edge of it. You hold the spacebar to shrink the active orb and start growing a new orb on the other side of the tube. After I got the tube spinning at the right radius around the correct center point I then went to add the new orb. This new orb also needs to be placed at spinning radius from the center, so how do I get the true position of the edge of the tube?
Well I can’t. The tube’s actual position is derived inside the view class, so it doesn’t exist at the component level. So now I’d have to either hack into the View objects to get this information (which horrifies my MVC sensibilities), or just calculate the orbital position myself, which I did. Well gosh, that was easy. And now that I’ve done that I can position and rotate the tube using the same logic, so the tube stops scaling along with the size of the active orb, which is a better look I like anyway.
In essence, I looked at just one next thing to do, rather than the broader landscape. Without putting on the architect hat, I spent a few hours going down a rabbit hole I didn’t need or want. On the other hand, I’ve got a cooler View class now.
Failed to take the time to split up complicated classes
I didn’t universally fail this, but I could probably attribute a few hours of wasted energy because of failing to do this early or at all. In particular my firing system is doing several things rather than breaking it up into different systems. See Ash Entity System / What Went Right.
Not putting more of my personality into my game
Friends often tell me I’m funny. Even fine, up-standing strangers — if not calling me that — have in the least called me irreverent. I try not to listen to other categories of people whose job is to be offended by everything. Anyhow – you wouldn’t know these things about me from playing Mass Splitter. Sure, I don’t have to make humor a central aspect of all my games, but a) it’s clearly desirable in a competition where there’s a category for it, b) there are many kinds of humor besides pratfalls and puns that can serve a dramatic cause. Heard of irony? Sarcasm? Deprecation? Pathos? Impudent contempt? Not that Mass Splitter is a deep example of erudition (it’s not), but it’s better for one’s self esteem to believe your personality is a strength. And if it’s not … well, you should work on your personality. Are you trying to tell me I should work on my personality? Stop staring at me like that.
What Went Right
Ash Entity Framework
Richard Lord’s Ash Entity Framework is really good. It’s an entity component system. I used the Haxe port maintained by Dan Korostelev. It was really fun to learn how to use an entity system and put it into practice. For those who don’t know, apparently those folks at AAA game houses have been using these things for years. The idea is to eschew traditional static object hierarchies for a data-driven composition approach. Richard has some great articles about it on his website.
Everyone seems to approach an entity system differently; in Ash the entity is a fairly generic object. You create a new Entity instance, optionally give it a name, add components to it, and add it to the engine. Usually it’s the job of a factory to create the entities with the components you need, but that’s up to you. Components are simply data-holders that you create, with little if no logic in them. Ash components do not need to derive from any base class, any object could be a component. All the behavior for your game goes into the systems you write, derived from the System class and added to the engine instance driving your game. When you call engine.update(time), all your systems execute in the appropriate sequence. Although Ash provides a signaling capability, Richard recommends you use boolean flags or components as markers to indicate when events happen, so that a component event (such as “this changed”) is only responded to by a system when it executes. Using engine.getNodeList(MyNode) a system fetches a list of entities from the engine that are relevant to it. Nodes are classes that contain one or more components; only those entities holding the components you specify will be returned.
I enjoyed using Ash quite a bit and encourage you to look at my source on Github if you’re interested in seeing one possible way of using the library.
Last compo I thought I picked a small idea but apparently it wasn’t small enough because I couldn’t get it done in time. This one was doable — juuuust barely. I tried to get a playable prototype as soon as possible; I would have liked to go to bed on Saturday night with it playable. Now, that didn’t work. Pthbth. The prototype wasn’t playable until Sunday afternoon, but imagine if I wasn’t striving for earlier! Suck-sess.
I’ve had previous practice with HaxePunk, and I started messing with Ash in a previous game I attempted to complete for the 7-day Roguelike. Even though THAT attempt was a failure, it gave me crucial practice that made this submission possible, and also gave me base code to pick at for Mass Splitter. Of course, more practice would be better, so I shouldn’t wait four months for my next game…
This audio tool is available in several forms; the one I used is BFXR. Sooooo convenient. Sure, all your sounds do tend to sound video gamey retro screechy crunchy if you don’t post-process them, but a lot of people go for that, and damn if it isn’t quick to pump out some placeholders. (… that wind up being the final sounds when you run out of time)
Shut up, good enough, it’s playable
Shut up, I say! It’s good enough. It’s playable. I’m just happy I got out a game. Would I have liked to get those extra things I conceived of? Of course. Over time, with practice, I’ll be able to meet the goals I think I should be capable of. (I’m a damn perfectionist. I’d be faster if I wasn’t always trying some different way of doing things.)
I finished something playable in time that some people actually liked. Next time I’ll do even better.
The theme made for a very difficult start to the weekend and I was simply not ready.
I’m usually really good with coming up with an idea at the very least, but this time was different. I kept thinking of totally new things, none of which were amazing.
I spent the first two hours drafting my first idea, and the next six working on it before hitting a snag and deciding that no, this idea will not do. Panicking I began a new project based on a backup idea I had from a while back. But that turned out just as bad with me abandoning it just after the 24 hour mark.
Just when I was ready to give up a new idea hit me, not bad I thought, and got to work. If this was a Hollywood film, there’d be a montage scene for my next six hours, where I powered through and coded like a madman. With under 12 hours to go I had the basis for my game and just needed some graphics, sounds, and UI.
This was my first major attempt at making a game without a large engine (such as Unity), using Processing for graphics (Java) all I had to do was…everything else. And it was a blast.
Things that went right:
- The theme allowed me to not worry too much about graphics and sound, I could make some small stuff and call it a day.
- Developing without an engine allowed me to have much greater control over development, it’s a lot of work but quite rewarding.
- I like Java programming.
Things that went wrong:
- It took less than 12 hours to make this game, but I really wish I came up with this idea at the start.
- Even thought I made what I wanted, it was originally a slightly different idea and had to be adapted when certain things just didn’t work (and when I didn’t have the time to fix said bugs)
My game, Don’t Get Wet, is available here, and I hope to soon have an Android port up and running.
Thought I should write a small post that will help people understand the theme/logic of my #LD48 entry
The game by itself is intentionally not self-explanatory.
I see couple of people getting back to me trying to reason about some design “suggestions” … some were really good, and then some made me feel that people are thinking in a quite different direction / not thinking at all.
So here’s what I’ll do mysteriously help all confused gamers
Explaining some design with FAQs.
Q1. The game doesn’t have much controls and is confusing.
A1. Meant to be so. The theme was “minimalism”
When I thought of the game design, I thought of vagueness and scope for making people think when they play the game. Everything converges when scores are shown.
Yes, I could have made a big 5 stage coin collecting platformer, but that’ll be out of theme and nothing new to experiment.
Q2. I did not select the Red Girl but I still got % on perverted scores
A2. Those are just one of the places where I want people to think. On a second thought, you should be thinking all throughout the game.
I was kinda serious when I wrote this in game description.
“You are supposed to make “choices”, which sometimes are difficult than a “RedPill vs BluePill” question in real life! ”
So here’s my question to you, WHY do you think choosing the red dress girl would mark you as a pervert, but the purple dressed girl will not?
What is wrong you are attracted to skinner/sexily dressed girls? Is it really wrong? It’s a choice and a personal preference IMHO.
The girl in red dress could be a very kind and good human, while the girl in purple dress could be shady. Who knows?
The other problem here is people are trying to “assume” some stuff about the algorithm behind it but are fixing their thoughts to a linear assumption.
The algo is complex.. it considers stuff from real world. What could be an act of kindness in a particular level, will be a goofy choice in another.
Q3. The sounds are too loud
A3. Yeah I’m terribly sorry about that. My bad.
Laptop speakers aren’t that great.. although I tested my sounds at 100% volume while mixing.. I still hear less
Point noted and will remember that for my next game. Thank you
Q4. Any tips on how to play the game? In other words how do I fake it to make scores look clean.
A4. I am not going to tip anyone on how to fake it , but yes I can help to reach a point where you can make ‘clearer’ decision on whether to fake it or stick real.
Here’s my mysterious way of helping you guys.. remember 3 things while playing the game
1. Watch the level “name”
2. Level ‘name’ is a ‘situation’/'time’.
Evaluate the both choices along with the level name. It’s not just about choice1 vs choice 2 .. its choice 1 vs choice2 vs levelname.
3. Think a lot.. get real life decisions as examples to help yourself .
I’d be happy to answer any other queries you might have.
Please leave your valued suggestions in comments
For now, I’m gonna go and play games of other participants and earn some more knowledge.
Ludum Dare END
SUBMISSION: Cave Runner
And so ends my first Ludum Dare. It was a challenging experience, especially since I didn’t have as much time to work on it than I had originally hoped. My plans changed a lot throughout the competition. I’d like to highlight the biggest changes.
- My original plan was to submit my game into the 48 hour competition, but I ended up needing more time, so I submitted it to the 72 Jam instead. I hope to make an entry to the 48 hour competition next time.
- I did not add sound. This had to be cut in order to meet the 72 hour deadline.
- I code generated shapes rather then art. I made this decision after the theme was announced, since to me it showed minimalism.
- I chose to make an infinite runner game instead of a roguelike. I ended up making this change almost as soon as the theme was announced, since I felt I could achieve this, and my top objective was to get something I could submit.
- I ended up using OpenGL as well as SDL, since I knew it would fit well with my level generation. I did not know how to do this in SDL, and with a little research I realized it would require one of the extra SDL libraries. This could have been a bad decision, since I didn’t have any experience making a game with OpenGL, but I believe I learned a lot because of this decision.
This wraps up my thoughts so far. I might make another post after I get the results back. I’m hoping to get at least 2′s or 3′s, and maybe get some insight from comments.
I just uploaded the commentated timelapse for my game, Potato The Destroyer! Featuring really cool music and co-commentary by my pals Dana Gallant (creator of Terrible Magical Artist) and Justin Espedal.
The game is called “You, are a Shadow” and will use this post for updates
All time in IST zone:
April 29th, 2013
0753 hrs – LOL I just noticed that there was an hour of submission time too.. didn’t know that. Submitted before that.
I dont feel like booting up my machine again and adding that missing credits line… too tired, eyes shutting down and I know once I start editing something.. meticulous me is going to find more stuff to fix.. and the finally compression and host again on my server… dah No can do; sorry
0714 hrs – Trying to pull myself up from all the exhaustion.. and randomly look at some entries from other Indie devs posting on IRC.
I also remember that my over stressed brain forgot to add one last source of sound credits… Jamendo.com .. my bad.
Don’t think its a good idea to now edit the compo entry.. it’d probably make it invalid.. so I’m just mentioning here for good karma.
Also pic of my desk now, trying to clean up
0707 hrs – Damn 23 minutes left and I just made it in time.. Submitted the entry. Yippie Yahoooooo!!!
Here it is folks - http://www.ludumdare.com/compo/ludum-dare-26/?action=rate&uid=21211
Meanwhile, updating log since last timestamp… I banged my head on a spiky wall to get the music right .. and its still not there to my taste.. a lot of sounds I couldn’t get them right.. so had to use “Coin” sound effect .. But hey! atleast it is complete.
I took a ton of time to find the right music that can set the mood and go well with the graphics.
Also decided to add a credits page at the last moment (not for self appreciation, but to credit the sound sources) .. oh well.. added my name too.
Hoping you guys have fun playing my game
Btw, facebook page is here for the Likes - https://www.facebook.com/YouAreAShadow
Hugs to everyone who participated.
0306 hrs – About 3+ hrs left.. I made a list of all sounds I need… it looks like I need about 16 tracks YIKES!
Streaming Live again - http://www.twitch.tv/toonheartgames .. watch me pull my hair creating game sounds. Will I be able to do it?
0204 hrs – Sorry guys, long pending update.
In the last couple of hours I fixed fonts issues,
a ton of math on ‘probabilities’,
reworking some backend calculation and level difficulties,
designed more graphic sprites,
added a tutorial ,
added the final score screens and that’s about it on the game.
I also took a little rest in between.
So, what’s pending? Sounds and music .. YIKES! .. I’m so noob at that… and just ~5hrs left for the compo to end… I gotta hurry.
Also, I am not sure if I will find time to do some animations
Let’s race for it.
Meanwhile, yet another teaser for you .. I hope I am keeping you guys interested
April 28th, 2013
1418 hrs – Title screen is done. Back to graphics. A game logo is done
Having trouble with CSS stylings using custom fonts.. Trying to fix it. Meanwhile, here’s another teaser to keep you interested
1218 hrs – Finished coding 13 levels… some seriously difficult decisions for the gamers to make in the game. I’d advise not playing the game in front of your girlfriend or boyfriend. Disclaimer: I am not responsible for any break-ups that might happen
0513 hrs – Taking a small nap. Unable to hold my head up. Will resume coding level generation after the nap.
0453 hrs – Decision algo has been moved from paper to Code. Here’s another sneak peek of how ‘You, are a shadow’ will play with your brain.
0319 hrs – Finished scribbling level brainfuck mapping for 13 Levels… that’s right.. 13 levels
Now to put them in code
Damn in last 41 hrs, I slept for 3.25 hrs. Too tired to work on
#LD48 … AND then someone reminds me of my superenergy music playlist .Hell Yeah!
Listening 2 music tracks of Naruto, DragonBallZ, TheSocialNetwork, Rocky, TopGun,
@battlefield3_ & supercharging myself.
#LD48 is still ON
0230 hrs – Put in graphics in the game. Wrote some nice effects. Took care of player movements and collisions.
Currently scribbling level challenges on paper.
Meanwhile, 3 energy drinks, 2 dark chocolates and 1 paya gulped down.
April 27th, 2013
2237 hrs – Almost all the graphics is done.. except tiny bits I guess.. which I will do later. Honestly, tired of drawing now.. since last 12hrs.
Let’s start off on the code now. Will fill in missing stuff later.
1858 hrs – Major part of the art is done.. except a couple of characters and items. Taking a small break as of now.. wrists paining.
Here’s another teaser for you guys
1140 hrs – Planned rough layout of game graphics on paper. Now live again at http://www.twitch.tv/toonheartgames doing game art on inkscape.
1020 hrs - Rough gameplay mechanics done on paper. Now to start art. Ok looks like I need my first energy drink of the day.
0910 hrs - I name the game “You’re a Shadow”
0900 hrs - Huaaaaaaaaa….. Just hit a super cool kick ass idea for the theme
0840 hrs - ok now, time to get serious. Lights off.. shirt off.. Seiza posture meditation.
0830 hrs - 1 hr gone. No solid ideas yet … arghh.
0800 hrs - Right of the bat
@ludumdare 26 theme is making me cry Who Dafaq voted for that theme
This was my first Ludum Dare and WOW! What an experience.
I aimed for more than I could chew when I embarked on my game “Life/Routine” and thought “I’ll submit this for the Compo”. Having never finished developing a complete game, let alone on Unity, I knew the odds were stacked against me. On top of it, I had real-life obligations which included a Senior Year project seminar on Saturday and birthday dinner on Sunday.
If that weren’t enough, my home PC internet went off for almost an entire day.
But I’m not here to boast. I’m simply here to express my excitement.
LD26 has been a brilliant experience. Reading through the #LD48 tweets and seeing the excitement among devs — many of which were first-timers like me has been some experience. It is true when someone said that “Excitement is contagious!” because the LD48 fellow co-participants’ struggles and little victories sure inspired me to finish this game by the Compo deadline.
But there’ll be time to talk about my weekend and struggles. For now, the game:
A minimalist “dynamic rhythm” game.
Life/Routine captures the duality of a life built around their daily routine. It describes both the calming beauty and the overwhelming claustrophobia that comes when you run the hamster wheel of the mundane routine. It captures the very essence of “familiarity” created by our own actions and how we can either fall in an endless pattern of a life of same beats or break free from it.
You either create objects or destroy them. The objects will give out specific sounds when they touch the bottom of the screen and they become part of the pattern and repeat after a short point — very much like your daily routine.
You can choose to either revel in the mundane and try creating your own sounds from the “pattern” or break free from it by destroying it and choosing a life that suits your comfort level.
The difficulty is entirely dependent on the player and their actions in creating/destroying objects will dynamically adjust the difficulty.
Creating more objects results in more sounds and a more vibrant routine/music pattern but also makes the game difficult and more overwhelming(music can turn into noise).
Every “life” has a specific course and will end after the “life bar” on top has been filled and the life has been lived.
Related to the Theme– “Minimalism”:
–Minimal art and music.
–Controls — only two
– No overlying narrative/explanation of concept. Everything that needs to be interpreted is conveyed through the gameplay concept.
– Score and other details are abstracted from players only to be revealed in the final “Death” screen
The music and the art have been created by me.
Cheers and if you have feedback about the game,feel free to leave it in the comments! And if you like it,VOTE VOTE VOTE!
Hello, everybody who care about this. This is my progress of my game, but I’m not sure if this is right with the theme, what I plan to do is that this Mr. Sphere shrank of size and now must fight a giant potato (because the Mr. Sphere is tiny, of course)
I think this game is going to be like an advanced platformer test
Just drank something called a “JAVA MONSTER” so I should be good for a while yet! Really happy with the game so far. Hope I can finish it enough for other to enjoy it too! Just tested on my iPad and it working great. Video soonish
Hit me up on twitter (@travisirby I want to follow all fellow devs!)
I’ve went for something more simple. c:
This is the “The Coin Gatherer” and so far I’ve been making nice progress. It’s a simple coin gathering game (pretty obvious). Began coding at 6 AM (GMT) and had a few breaks during this time (total reaches 1-2 hours)
Let’s hope this turns out to be as I expect it :3
This is going to be my first Ludum Dare. I’m pretty nervous.
Here are my choice for tools, libraries, etc. so far:
- Language: C++
- IDE: Visual Studio Express 2012
- Libraries: SDL
- Art: GIMP
- Platform: Windows
My goal for this competition is just to complete a game, and keep it simple. I want to work on scope control and focus. It will be a plus if I get any decent scores. I’m going to be spending most of my time until the start time making sure I can quickly bash out the basic code for setting up the windows, rendering, update, etc.
Here’s my game plan from the start time so far:
- Friday Night – Saturday Night
- Get basic program up and running [window, rendering, update, fps control, input].
- Create a basic game state control [nothing too complicated].
- Get something moving based of of input.
- Plan the game elements I want to implement.
- Break the game elements into there gameplay atoms, and check the scope of the game.
- Start implementing the high priority gameplay atoms, such as movement, attacking, GUI, etc.
- Get the core gameplay implemented.
- Start polishing the game, and looking for bugs.
- Add more/extend features if QA is finished early enough.
- Finish quality control at least 2-3 hours before the end time.
My current idea is to create a dungeon crawler style game, assuming it works with the theme. My priorities for the game are as follows:
- Core Gameplay
- Basic Art
- Extended Gamplay
- Polished Art
I will be hosting my game on my website here:
It’s my first Ludem Dare and i am looking forward to maybe finishing a project for once:)
I will be developing solo using the following programs :
- Unity 3D (using MonoDevelop IDE)
- Photoshop CS6
- Blender 3D
- Logic Pro 7
Starting from scratch without the standard assets package batched with Unity, as it is mainly 3D orientated and this project is likely to be 2D.
Good luck to you all
I’m in for my fourth time.
The tools will be pretty much the same as always: C# code, Unity3D (with my simple 2D Tools), cheap gfx with Gimp or Paint.net, Bfxr.
I started doing the LD back at 22 and haven’t stopped since because it’s really helpful in getting me to actually make a game.
Here’s a small history…
LD 22: Didn’t complete a game but turned it in.
LD 23: Bug killed the game 8-hours before the end of the jam. I just couldn’t get it out.
LD 24: Did as much as LD 22.
LD 25: Finally finished a game first time. Both in the LD and ever.
My team was so excited last time around about getting the game finished that they don’t want to do another LD in fear of failing and it ruining the feeling of LD 25. I, on the other hand, believe that these failures and successes can only help get us to our goal of making bigger, better, games. With that said, this is the first time I’ll be going at the LD alone and not with my team. So this is a true LD for me this time around. I hope to finish, but even if I don’t, it’s just another thing to help me hopefully get to the point where I can finish by myself.
Programming Languages: Monkey, NixScript (my scripting lang)
Editor: JungleIDE, Notepad++
Graphics: Graphics Gale, Photoshop
Sound Effects and Music: bfxr, FL Studio, or public domain music/sounds
Library/Framework: XAddon (my lib/framework), FontMachine, Monkey-JSON
Wow, it took me a week to rate 10% of the games submitted this time.
So, if I continue to at my current rate, I will only be able to play a third of them before judging ends.
Ludum Dare is huge.
LD#25 was my second participation, and the second game I created. Before participating at the 24th Ludum Dare, I couldn’t just go and make a game. I am terrible at drawing, and always wanted to find a graphist before starting to code any game.
Ludum Dare forced me to be a graphist, and even a compositor. I learned that I was in fact capable of creating my own games without any help. And now that I have my new computer, I’ll be able to start making more games soon, with Haxe instead of HTML5 (the only thing my previous computer could run..).
You can find the timelapse here:
What went right
Unlike LD#24, this time I was able to have a finished game before the compo deadline. I spent way less time procrastinating, something like < 5% (40% for LD#24). I avoided spending too much time on a bug, by fixing it the easy/quick way.
Playable at any time.
I rushed over a playable version the 4 first hours of this LD, so that I had a game to submit at any time after that. Using git gave me that opportunity. I could then add content without worries, even 1 hour before the deadline.
Kept it simple.
I am no graphist nor compositor, so I kept both simple to be able to have a fair amount of content in the end. The background took me a few minutes (The Gimp), vectorial shapes were made easily with Inkscape, and sfx + music took me less than 15 minutes in total (besides the two computer crashes). And in the end, I’m quite satisfied with the result =)
Focus & Health.
Although I have headaches every day lately, I haven’t had any problem during this Ludum Dare. I was able to focus the whole weekend, without starving (couldn’t buy snacks for LD#24), with no exhaustion while not sleeping much, with sugar (candies *o*) and with cigarettes to help me fight my hyperactivity (didn’t have any for LD#24). Those helped a lot against procrastination.
What went wrong
Less catastrophic than LD#24, but I had no good ideas. I had some, but too risky (involving good IAs) or not that great (the one I chose). I needed some drawings and more story telling to make this one really fit the theme, but couldn’t do it.
I forgot to launch chronolapse for the first hours, lost some more hours of screenshots with ffmpeg later, and forgot again to launch it after sleeping.. My timelapse could have been exhaustive, but well.. I’ll be more cautious next time x)
My computer gave me a hard time again. Poor performances implied creating a game without knowing how it would really run on a decent computer, and resulted in a game a little speedy. I had a crash while trying to make the music (when my timelapse ends), and a second one while trying again. I ended up with only my test music (I was trying the instruments), and I used it in the submitted game. It was funny to see that it pleased some players xD
Play / Rate game:
Demo (first 5 levels):
My first Android game in my live! Thanks Ludume Dare for this!
You can download game on game page HERE