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Ludum Dare 30 — August 22nd-25th 2014 — Theme: Connected Worlds
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    Posts Tagged ‘Ludum Dare’

    Dude Launch Post-mortem (Ludum Dare 30 compo)

    Posted by
    Saturday, August 30th, 2014 11:40 am

    This was my first Ludum Dare and actually first game ever. I had a blast developing and playing my game, so I thought I’d contribute a small write-up of how things went.

    DUDE LAUNCH -- launch dudes at the moon! Includes 3 game modes: campaign, endless, and "infinite dudes."

    DUDE LAUNCH — launch dudes at the moon! Includes 3 game modes: campaign, endless, and “infinite dudes.”

    What I used:

    • Code: Haxe (language, targeted Flash), HaxeFlixel (library), Flashdevelop (IDE)
    • Art: Paint.NET
    • Sounds: bfxr
    • Music: Autotracker-Bu

    What went right:

    • Theme/idea — I loved the theme and was inspired to draw from Italian author Italo Calvino’s short story “The Distance of the Moon” (from Cosmicomics) for my game. The premise is that the moon comes extremely close to the surface of the Earth, and all you need to climb onto it is a boat and a ladder. If you aren’t familiar with it, then you may recognize La Luna, a Pixar short that was based on Calvino’s work.

      A still from the Pixar short animation La Luna, based on Cosmicomics by Italo Calvino

      A still from the Pixar short animation La Luna, based on Cosmicomics by Italo Calvino

    • Central mechanic — I wanted something arcade-y, so skill-based and fast. Something fun. While brainstorming, I remembered an old DOS game called Night Raid (maybe Night Raid 2?), where you shoot bullets from a little bunker to stop parachuting dudes from landing and invading. This fit brilliantly with my initial idea: instead of shooting bullets, you launch dudes (hence the game’s name) from the ladder, who have to jump the gulf of space and use gravity to land on the moon)

      An old DOS game called Night Raid

      An old DOS game: Night Raid

    • Programming — I’ve been working on a hobby game in HaxeFlixel (nowhere near done), and I know programming already, so this was not too challenging for me. No bugs were found, as far as I can tell.
    • Music, sounds — the content generation tools recommended by the Ludum Dare community are amazing! They create assets almost instantaneously, which helped my game feel way more polished. Autotracker-Bu is next to magic, and I actually plan to sit down and peruse its source thoroughly.
    • Art — I am not a pixel artist. I decided to embrace my programmer art, and use a simple style (again, reminiscent of Night Raid). I stayed consistent in my style, so I think I pulled it off :) — the best part is of course the dudes themselves.
    • Juice — though I could use more juice, all the extra little things worked well. The pretentiousness of juxtaposing a Calvino quote on a Flash game works well on two levels: it heightens the silliness of “Dude Launch” and serves to set up the setting and theme of the game. Other little things include the particle emitters (explosions), level transitions, and the multiple game modes.

    What (almost) went wrong:

    • Controls? — I say with a question because the whole point of the game is the wonky QWOP-like controls. If the ladder was rigid and the boat had pixel-perfect movement, what would be the challenge? Still, some people complained about it, though many more “got it” and loved it. Another person requested key-remapping, which I think is also a little much given this is a Flash game (can you remap QWOP keys?) and a game made in 48 hours.
    • UI / feedback — no one commented on this, but I feel it was a failure. If I had more time and skills at designing UI, I would’ve presented feedback to the user differently than just have “debug”-type info splashed in the upper screen. I think a bar at the bottom tracking dudes left would’ve been better. Also, dudes could’ve changed color to reflect their velocity, so players could better understand why they died or not.
    • Time – simply put, I went up until the last hour working on polishing my game, removing comments from the code, packing it all up, hosting it. Putting things like music (!) in at the last minute was risky but I am so glad I powered through and kept working. Next time I’ll have better pacing.
    • Scope — originally, the idea was to have dudes walk around on the moon then attempt a return. After the first couple hours of day 1, I knew there was no way I could get that to work. Thankfully, having dudes explode when they hit the moon or sea was fun enough by itself, so I had a better-scoped game than I realized! The lesson here is: pare your game down to the lowest level of workable gameplay and make it really good.

    Overall, I’d say my game was successful. I set out to make a simple, weird, funny game that people found both amusing and fun. Most of “what went wrong” didn’t really go wrong — it almost did. In fact, it came out way more polished and bug free than I would’ve anticipated. But most important of all: the players. The feedback from players has been positive and most have embraced the ridiculousness of the game and controls. It’s really satisfying putting a game out there and seeing others enjoy it.

    Thanks to all players and your input!

    Thanks for being a really great community. Looking forward to more Ludum Dare compos/jams in the future!

    P.S. – my favorite comment on the game: “Very creative and intuitive control scheme. This could be expanded into a full game with a bit more story, obstacles etc. It’s really fun as it is and there’s something strangely beautiful about seeing a host of little naked dudes caught up between the moon and the sea – Calvino would have approved. :)

    Noaksey Plays Ludum Dare Games

    Posted by (twitter: @NoakseyV1)
    Thursday, August 28th, 2014 6:03 am

    If you want me play your “LD Entry” submit your name and link to your ld entry into the form below.

    I will try and play every game entered.

    I will be streaming most evenings.

    Enter your game link here:

    http://noaksey.com/contact-me/

    My Stream:

    http://www.twitch.tv/noaksey

    My Channel:

    www.youtube.com/user/NoakseyV1

    Ludum Dare Post-mortem: Cosmos Kings

    Posted by
    Tuesday, August 26th, 2014 7:46 am

    41747-shot0

    Be prepared to see this screen a lot.

    Game available here: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=41747

    It was a lot of fun working on this even with the limited time. Since the Kickstarter campaign for Cavern Kings  is still going on, I tried to get most of the audio work done in the first 24 hours so I wouldn’t neglect my work there and also be able to take care of new tasks here if needed. Vine and Mr. P had a concise vision of what they wanted in the game and gave me an asset list in a matter of hours. While they worked on the game’s art and programming, I started working on the BGM track.

    It took 3h48m to get to this. The track and the SFX were all done in FL Studio, mostly using the native plugin 3xOSC, which I’ve grown to love, with FamiTracker pulses. I have been wanting to make  synthpop-influenced music for games for a long time, but didn’t want to stray away from Cavern Kings’ OST either because, well, gotta love chiptune arps.

    Mr. P wasn’t used to the tool but learned it really fast on the go, and this was a fun experience for all of us, except for a bug (identified and corrected within an hour of the submission), so we don’t rule out continuing to work on this game in the future.

    Cosmos Kings

    Art by Vine
    Music by Ryuno
    Programming by Mr. P

    How did I do it?

    Posted by (twitter: @strong99)
    Monday, August 25th, 2014 5:56 am

    During my seventh Ludum Dare competition the theme was Connected Worlds. I started around 05:30 CEST on Saturday and submitted it around 03:00 on Monday. I worked thirty-six hours on the game, slept ten hours (2 + 8), used three hours for writing down a concept, drew sixteen hours, used around eight hours for creating the game’s logic and six hours for music. The other time was used for play testing, blogging, eating and quick breaks.

    Play the game! Rate the game! Read about the game! Original blog post!

    Concepting

    First things first, before you can start making your game, you need an idea and plan. Thus I started with brainstorming. Writing down related and interesting keywords around the theme “Connected worlds”. I figured most people would go for a space or island settings, which is attractive but I wanted to create something different, more unique. I made some small trips and played with ideas related to abstract, race and relation types of connected world and decided to settle down with something from my favorite theme: Cyber Punk, most notable worlds like Ghost in the Shell.

    Brainstorm diagram - spider First map sketch

    Prototype

    When I finished writing down a small synopsis of my brain twists I started to lay down simple visual world and adding the elements. When I got a small world I proceeded with testing and adjusting the concept bit by bit until I was satisfied.

    Drawing

    Once I had the prototype of the actual gameplay I could start drawing the game world.

    Game level and icons

    This included a background, network node icons, guard icons, citizen icons and more. I spread this in several stages, every stage ending up more detailed. I swapped between drawing on the game level and icons and the prologue and epilogue scenes. Which allowed me to take a break on a drawing and look at it again after an half an hour with a “fresh look”.

    Gameplay Prototype result

    Prologue & Epilogue

    The prologue and epilogue were a bit different from the art I had to draw for the actual game. The prologue and epilogue are a timed story without interacting but with moving assets. This took the most time to draw. I planned six scenes with several large moving elements like humans, hands or walls.

     Screen cap epilogue

    Music

    Audio is one of my worst development skills. I don’t work with audio often or I have a composer making the actual audio. For the simple sounds like button pushes or other quick sounds I used simple tones, combined, altered just to give a small beep. For the actual music I decided I was going to use a combination of audio generators and Audacity. It took me a while before I had the desired sound which didn’t get annoying after the initial 30 seconds.

    Audio composer

    Submission

    To make sure the game was submitted on time (before 03:00) I already submitted it around 02:30 on Monday. That was before I found out the submission deadline was till 04:00. The good thing about hosting it online you can post a link and update it. So around 02:55 I wrapped everything up and ended with a good stretch. I was a bit stiff from hanging above my drawing tablet ;)

    So?

    Everything done and submitted, I’m happy about my schedule and work. I didn’t really have timing issues but some things did take longer than hoped. The concept seemed easier than it was. And of course the concept took some more fine tuning to make it actually challenging.

    Play the game!

    Rate the game!

    Read about the game!

    Original blog post!

    Yuusss! I am done with “Rubber Slimes”!

    Posted by (twitter: @JangoBrick)
    Sunday, August 24th, 2014 4:02 pm

    I am done with my game! And I’m finally even proud of it. There was a time when I wasn’t – but that lies in the past xD

    Well, my interpretation of “Connected Worlds” was this one: Screen split in half, each half is one world. They’re connected somehow.

    And the result is some funny game with two colo[u]rful slimes, that are jumping in opposite directions, held together by a rubber band. So, connected worlds. Connected with a rubber band.
    I guess I would normally make an animated .gif and throw it into here, but I’m way too exhausted to do that now. So, have a static screenshot (don’t be sad! at least there IS a screenshot.):scr3

    Oh, and also one where the rubber band just broke (one of the more difficult levels is shown in the picture):scr4

     

    Cake

    Click here!

    Click the cake to go to the submission page, and please don’t forget to vote & comment :-)

    I’m done the art and code!

    Posted by
    Sunday, August 24th, 2014 12:58 pm

    I’ve posted another video which can be found here.

    Essentially completed code and art wise(at least for what I’m gunna get done for the jam and almost entirely). Now to do some more levels and see what I can do about a front end!!

    Video of progress

    Posted by
    Saturday, August 23rd, 2014 11:28 pm

    I’ve made a video of the progress so far that you can find here.

     

    The ship and green blocks are still place-holders, the fuel gauge goes down when you aren’t on a planet(takes a while so I couldn’t really put it in the video), now to add the oxygen and score meters. Before I got to bed I’m going to finish the GUI and the ship and green blocks.

    Drempts – Progress #3

    Posted by
    Saturday, August 23rd, 2014 1:17 am

    New shiny gif, its over 2MB so I uploaded to to dropbox. Click the link and enjoy!

    http://gfycat.com/RadiantTinyAmericancreamdraft

     

    Previous progress

    My team is ready

    Posted by
    Friday, August 22nd, 2014 10:29 am

    We are very excited to participate in the Ludum Dare 30. 

    My team:

    Jasqui

    Daaku

    Waild

    Me

    MemberLists

    Tools we are using:


    Engine:

    Unity3D:  4.3 + SourceTree

    Modeling Tools:

    3Ds Max

    Sprites, Graphics:

    Photoshop

    Sounds, Music:

    FL Studios

    Ludum Dare 30 Wallpaper!

    Posted by (twitter: @TwoScoopGames)
    Thursday, August 21st, 2014 8:14 am

    Hey everyone I created a wallpaper for Ludum Dare 30, feel free to use it however you like!

    Ludum Dare 30 Wallpaper ld30 ld48 by Two Scoop Games

    Download the size you need here:

    1920×1200 (landscape)

    1080×1920 (portrait)

    1536×2048 (portrait)

    1680×1050 (landscape)

    1920×1080 (landscape)

    2048×1536 (landscape)

    2560×1600 (landscape)

    new sizes:
    1024×768 (landscape)

    2500×2000 (landscape 5:4?)

    2000×2500 (portrait 4:5?)

    1600×900 (landscape)

    1280×720 (landscape)

    1366×768 (landscape Macbook Air 11″)

    Ludum Dare 30 Wallpaper ld30 ld48 by Two Scoop Games
    Also for my fellow Louisvillians who will be jamming with us at GameDevLou, here are some Louisville-specific versions just for fun:

    1080×1920 (portrait)

    1536×2048 (portrait)

    1920×1080 (landscape)

    2048×1536 (landscape)

    Let me know if there are any sizes you need and I might be able to whip another one up for you.

    Peace, and happy jamming!

    I’m getting ready for the Ludum Dare 30!

    Posted by
    Friday, August 15th, 2014 7:42 am

    This will be my 2nd Ludum Dare (the last being LD 28).

    This time, I’ll be using similar tools but I’m not sure if the game will be 2d or 3d until the theme is announced. The tools I will use:

    • Platforms: Mac, Windows, and (maybe) Linux
    • Language: C++
    • Libraries: SFML, OpenL, (& if 3d, glm)
    • Editor: Sublime Text 3 (with a lot of plugins)
    • Graphics: Photoshop
    • Sound: Garageband, SFXR
    • Writing Instruments: Pen, Pencil, and Paper

    LDML New engine!

    Posted by
    Thursday, June 5th, 2014 5:20 am

    Hey, I built a new game engine: LDML, Try it out! :DDDDDDDDDD

     

    Heaving of the Depths – postmortem, timelapse and stuff

    Posted by
    Thursday, May 15th, 2014 12:31 pm

    13139-shot0

    This LD I had the strange idea of making a j-RPG.
    Thus Heaving of the Depths was born. You can play it here

    13139-shot2

    WHAT WENT RIGHT

    1. It’s pretty! I wanted a very beautiful game and I think that went well. There’s a ton of art in this thing. As usual, I create new assets as needed. I ended up with two large photoshop files: an overworld sea where you navigate the ocean in your pirate ship, and a battle screen, where I made all battle sprites and animations. What this lets me do is keep a consistent color palette and style across the whole project, and essentially replaces the concept art stage that a normal game goes through. I used amazing references like Legend of Zelda Windwaker and Breath of Fire IV.

    big map

    Overworld assets

    2. I learnt tons of stuff! I used cinema4D and my nonexistent 3D skills to make a fast and loose 8-direction ship with minimal effort. I tried my hand at procedural generation: all islands are generated randomly within certain limitations, to keep the level solvable and the sea traversable. I had a stroke of genius at the last moment and created a “miner” entity that swims through the level and places gold coins wherever it goes, at runtime. This was to ensure an interesting curving path through the level, so players would want to explore it.

    3. It’s a complete adventure, my storytelling skills were also, I thought, nonexistent, but the story of Sunny and Cod just flowed through me like I was on fire. It’s got a beginning, middle and end, it’s got obstacles and emotions. I usually end up making a very unfulfilling game. This time I feel I made a difference.

    4. it has a branching storyline. Well, ok, a few tiny branches. Such as when you are defeated by the 3 blacktopuses you get a different message to the one you get if you clear them. Or when Sunny tells you you need the fast sail if you don’t have it, but acknowledges if you’ve already bought it. But that’s still a lot of work. I have a much better grasp of how to implement a dialogue system.

    5. it has a turn-based battle system: implemented from scratch. Boring and barebones, yes. But it gets the job done.

    6. I get to develop it further. I’m dedicating the next 6 months to this game. I started a new devlog here

    13139-shot1
    WHAT WENT WRONG

    1. No sound  I didn’t have the time

    2. Button-mashing battles the battle system is uninteresting. That’s ok, and it’s all I had time for, but if I’m going to make this a full-fledged RPG, I need a good battle system. Feel free to send me ideas. Grandia and Child of Light are obviously lovely choices, where the result of a battle can be spectacularly overturned. Also Persona 3 and Fallout 2 have good battle systems. Since you’re spending half the game in battle, I owe it to myself to fix the button-mashing boringness.

    3. Time management. Well I don’t know, I did a lot for three days. But it’s not as fun as a more complete experience such as the amazing SCUBA BEAR (go check it out NOW). On the other hand, I like to follow through with my ideas for Ludum Dare, instead of making a smaller game just because of time constraints.
    Here’s my Timelapse video:

    And thanks to everyone who commented, everyone who played my game, everyone who made a game for us to play. I love Ludum Dare, I want to never stop making games.

    Until next time,

    love,

    Christina

    Magma OST

    Posted by (twitter: @https://twitter.com/grlmc1)
    Monday, May 5th, 2014 1:55 am

    We’ve heard a lot of positive feedback on the soundtrack to our game Magma (check it out here) and decided to post it here.


    All posts, images, and comments are owned by their creators.

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