Posts Tagged ‘MiniLD’
This is my entry for Mini LD 50: Demakes inspired by The Legend of Zelda.
Play as Rink and save Xelda by finding a magical artifact in forgotten ruins. Jump, Shield and Attack. It is a web game – a real web game: You can play it right now in your browser without any plugins!
What went right
- The graphics and the music were very easy to create I use GIMP and beepbox.co.
Actually the sprite of Rink was done quite some time ago and i finally wanted to make a game with it.
- Thanks to Tiled i did not have to write my own Map-Editor, instead i googled for a way to load Tiled maps to JS and display them on a canvas and found a tutorial at: http://hashrocket.com/blog/posts/using-tiled-and-canvas-to-render-game-screens
- I used circles as a collision detection which is very easy to code and still very accurate. You can see the collision system at work by pressing [ENTER] ingame.
What went wrong
- I dont know if this qualifies as wrong, but it took me a little longer than 2 days, because i worked on the game during normal week days and not the weekend. I hope 3 week days equal 2 weekend days. Also working on the game reduced my preferred sleeping time by some hours, but that was already out of order and so i just slept as much as i did before the MiniLD.
- The interaction mechanics are not introduced ingame, so you have to know from other Zelda games, that the electrically charged slimes should/can not be attacked, and you have to find out yourself, how to use the shield (Press down ).
- I did not have enough time to create a challenging boss ai
- The Game is short.
- Google Drive seems to have a hidden download limit, so i had to delete and reupload the audio files multiple times. Maybe that was because i reloaded the page too often during debugging. Is Dropbox better? – AHRG! It happend again. And again…
Oh, look, someone wrote something about me I feel important
Mini LD50: Xeldas Saga demakes Nintendo’s famous action adventure series
Manic Miner is one of the earliest platform games.. and probably the first one I played. It was made for the ZX Spectrum in 1983 by Matthew Smith . More info in here.
I’m demaking this mega classic game, as It would have been made in 1981 instead of 1983 using a IBM PC with CGA graphics card (I didnt know this card until the 90′s IIRC). More info here.
I’m using Construct 2, and so far I have first two screens… platform physics is different but good enough to homage this great game…
This is the original…
This is mine…
You can try it here. (cursor to move, Z to jump).
My plan is to add tomorrow:
- Intro screen
- Level 3
- Sfx and bgm
Please check out ArkBurst, a collaborative project between my studio Dobuki and Derail’d studio for miniLD #49 jam. I worked on the code and they did the art, level design and music (Ryuno is the composer). It’s a brick breaker and the player is the ball!
Gotta say, my projects look a lot more polished when I don’t draw the art myself ;-P
I would like to take a moment to talk about my MiniLD #28 project and what went wrong though.
Bakery: Make $ome Dough is “lemonade stand” on steroids. Your bakery is a front for a secret drug operation, and the goal is to make $1,000,000 as fast as possible without getting caught.
Each day the player determines how many of each baked good they produce, as well as the number of narcotics. The baked goods sell automatically, and their sale keeps your disguise level high while also providing small profits. The real excitement and core gameplay revolves around drug sales.
The player must sell the narcotics as subtlety as possible without blowing their cover. Asking a few innocent questions is key to separating buyers from normal customers or undercover detectives. Too much questioning, however, and you end up looking suspicious or losing valuable customers.
So that’s the gist of the game. Why didn’t it get finished?
First and foremost, Unity is simultaneously awesome and the absolute worst sometimes. I encountered a bug with the development environment itself that cost me roughly 4 hours of time on the first day. Given this amount of time I could have made the game functioning on a basic level, however that isn’t the primary reason I held off on submitting. The problem was the game in its current state is not all that compelling.
Most of the gameplay revolves around picking up on subtle clues in the customer dialogue and offering the right item as well as monitoring sales to keep the bakery stocked. That’s alright, but it gets really boring after about a day or two. The dialog system isn’t robust enough to support even 10 minutes of interesting gameplay, and this is simply something that needs a lot of timing and writing.
Secondly, the intensity of the game is currently static. There are many planned features, such as a popularity rating that increases the flow of customers (and consequently makes deals that much riskier!) that would have created interesting challenges and intense moments. I spent way too long wrestling with Unity’s GUI system getting it to function properly to implement these features in a satisfying capacity, and there are dozens of other wishlist features that I knew were totally outside the scope but am nonetheless disappointed to lack.
And finally, it is incredibly poorly organized. The script files right now are a mess of nested functions and switches and variables that piled up due to poor planning. The main script file is an absolute nightmare to read at over 1200 lines and counting. Admittedly this is one of my weak spots as a developer and something I will improve on.
What went right then?
I still believe the core concept is very cool and has a lot of potential to be an intense experience. The graphics aren’t all that bad considering the time that went into them, and I learned a lot more about developing in Unity. It is technically playable in its current state, and there are entertaining moments where the dynamic dialogue system generates some interesting scenarios. I will continue to work on the game in my free time, and hopefully one day I can bring it to everyone in proper form.
Thanks for reading.
Hey guys, just wanted to take the opportunity to write a bit more about World’s Aftermath, and the process behind it.
One thing we strived for when we were planning this project was that we really didn’t want to use any content that wasn’t our own. So, from day one, Nicolas set out drawing pixel art, laying down guitar tracks, and doing voice overs for the character deaths. He kept a steady stream of content coming in, and I plugged away endlessly programming it all together. Every day when I returned home from work Nick told me he’d been up till 6am drawing dozens of animations. One night he stayed up all night animating 30 strips of animations and laying down the entire soundtrack. By the end of it all, we had 300+ frames of graphics, 6 original songs, 50+ original sounds, and half a dozen levels.
All of the source code is original too. I’ve been working on a 2D game engine since 2007 that I’ve been using for all my other projects. The night before the competition I gutted out one of my projects of all it’s content so I could start with a blank canvas. I used my custom World Builder (level editor) to design the levels. The engine is written in Java, and uses the Java2D graphics library for rendering (which I’ve optimized immensely). The most important thing, I realized, was that I would need to be able to create units for the game as quickly as possible, and that I wanted hundreds of units and hundreds of bullets on the screen at once. The game was going to be visceral and gratuitous and I think we hit the mark.
Every single variable, animation, sound, and unit/bullet type is defined in the INI files in the /gamedat/ folder (which leaves rooms for mods). By the time we were finished, units, bullets, sounds, levels, etc. could all be added without a single line of programming. To make sure the units could pile up without slowdown I wrote a spatial partitioning algorithm that sweeps over all the units at the beginning of every frame. Each unit is put in a different “bin” for every 100 pixels. This way, unit vs unit or bullet vs unit comparisons are made only on those units in the surrounding area by getting only those “bins” in range.
We really looked to Command and Conquer as a source of inspiration for this bad-boy. We wanted to capture the vibe of the original Command and Conquer, but we also wanted to make a game that could be played by anyone, without ever having played an RTS. So, we simplified the control scheme and mechanics quite a bit from a traditional RTS. This is where we feel we’ve innovated. Without direct control of unit placement, we were able to reduce the gameplay down to three actions (purchase, attack, defend), but made sure we left room for emergent gameplay and strategy. This created a very casual gameplay experience but also leaves room for a great amount of depth.
From the start, we realized the importance of making sure it was completely clear how to play without any sort of tutorial. So, we designed an intuitive and simplified control scheme that is ultimately compatible with touch screens. In this fashion, the entire game is playable with only a mouse, only a keyboard, or only a touch screen. Unfortunately, we had to ditch the tower defense and defend actions for this version, but adding them in our final release will give that additional layer of control that will really bring the gameplay together as a complete package. Forcing the player to commit to an attack makes each decision of what units to send, how many, and how often, that much more important; and the immediate urgency to capture towers right from the start sets the pace from the start of a match. Finally, the need to unlock tiers of units, as well as the importance of purchasing and defending your harvesters ends up making each purchase critical.
Finally, I’d like to mention that a design decision was made very early on to use object oriented code design to cleanly separate each aspect of the game. In this fashion units are separated from teams, and teams from players. We will be able to add in network support fairly easily for the full release, as the code is designed in a way to make networked control of a player trivial. Something we wanted to do from the very beginning was to play versus each other, so the full release will certainly have online multiplayer.
We’ve both always been huge fans of the earlier games in the Command and Conquer franchise. And even though Nick won’t play me anymore because I dominate him every time, we wanted to draw from these games for inspiration. We intentionally left out a unit cap, and made sure the game could facilitate as many units as a player could afford. The music and sound design were crucial, also, in creating an homage to these games. We laid down some guitar tracks ala Frank Klepacki (see below), and did our best imitations of the Wilhelm scream that Command and Conquer used so charmingly for it’s infantry death sounds. Getting the artistic direction of the two factions and the mood of the game just right was critical–since graphic design makes or breaks a first impression–so we worked hard to capture a dystopian “Red Alert Vs Tiberian Sun” feel. We decided the more conventional “Rebel Scum” vs the domineering and futuristic “Allied Collective” would be a good representation of this. There isn’t a story explicitly stated in-game, but we feel we hit the mark with our “show don’t tell” approach that we meticulously crafted through the subtle use of our art direction and the limited wording/naming we sprinkled throughout the game.
Looking back, we feel very satisfied by what we’ve accomplished here. In 7 days we’ve completed a game from start to finish with all the technical aspects of game development accounted for (sound, music, graphics, level design, victory conditions, menus, AI), and a strong core set of game mechanics. We’re geared up to now create a proper release of the game, having proven our prototype, and in the coming weeks we’ll polish the game with all the love in the world and release a free version of the game with all the bells and whistles.
Download/view our entry here:
Good new everyone
EGGZ is a real-time strategy game with eggz in it…
I was really happy to hear that there’s a 7 Day RTS, because I really love RTS game – it’s a pity more indies don’t make them!
Anyhow, we held this friendly multiplayer oriented game jam called the “Funky Future” last weekend, so I decided to make a single-screen competitive RTS controlled with the keyboard (or a gamepad) and with no elimination. The game was basically finished last weekend, but I’ve been tweaking it and doing bugfixes since then.
I wasn’t sure at first if I was going to have time to participate in the MiniLD, but then I saw the theme and how could I pass it up?
Here’s an obligatory deskphoto:
After mild success in LD26 I wanted to brush up my skills before coming back (and learn to make a proper applet… LWJGL doesn’t like applets I learned), but there’s no time for that so I’m going to make a Java download only game, inspired by the work of Douglas Adams, one of my personal heroes.
My goals are to finish (close to) on time, make an interesting (hopefully funny) game, and produce a time-lapse of me working (I’m thinking about a text based game though, so it might be a bit boring). Here we go!
I’ve been waiting for it sooooo loooong and it has finally happend! We’ve just released Ghostly Me – post-compo version of my MiniLD #36 game which was originally called Eruption. It’s free as I promised, and you can play it on Newgrounds. I’ll be happy to get your comments, thanks!
Also, cupquake made a lets-play video for the game and she’s really cute, I had a lot of fun watching it.
But close enough!
Certainly didnt get around to a few major features that Id really hoped for (like being able to steal a car – kinda important in a game that references Grand Theft Auto)
But I’m certainly happy with what I did get done over the weekend. ‘Super Theft Auto’ is a good start for an interesting little mini game.
You can play the current version of the game at the following link after installing the plugin (links/instructions are on the page- the only major OS not supported is OSX):
[LINK] (youll also find it on the CharityGameJam games submission screen of course)
Theres also a link on the page to a .blend download of the setup for the computer VideoTexture scene, youll need Blender 2.64a if you want to mess around with it.
- A game within a game – You start in a 3D world with a 3D computer, the (kinda) NES style game plays on the screen of the Funkytron computer (press space to zoom in and focus on the screen to actually see what youre doing)
- Large city area to explore (sadly only on foot at this stage)
- Pedestrians wander around the city (they make good target practice)
- Cars driving around (rare and very basic implementation)
- Gun ammunition to pick up
- Basic scoring system (you can score points for killing people)
got this game done just at the deadline, and overlooked a very simple error that caused me to stress for the last 5 hours lol, figured it out, and have the game submitted! enjoy, and I look forward to checking out everyones games!
*Wanted to use gamepad, but unfortunately my usb gamepad wouldn;t work with chrome
I have version 0.5c of ‘Super Theft Auto’ now available for public testing/playing/things.
The game is my take on having a game like GTA2 on the NES (or at least a 3D Funkytron console) I havent really kept as close to the NES specs as I would have liked, but I think its turning out ok so far, its been a lot of fun to work on if anything.
Theres not much to the gameplay. I still need to add some major features in. But theres some initial pedestrians now, a title screen, various other much needed improvements – I can see this actually being a game sometime in the near future. I really need to add the car system in though, the map is quite large (spent too much time working on that tonight). Its too much to explore fully on foot.
You can find the game embedded in this page – [LINK]
Youll need to install the ‘Burster’ web plugin to use it (unfortunately Mac is not supported), but Linix and Windows (64&32bit) will both run it fine. The plugin is a ~26mb download, and is easy to install. Theres instructions & links to download it on the page I made for the game.
Feedback would be great, I know theres not much of a game, but Ill take any crits or suggestions. Also knowing if the Burster plugin install is a smooth process for you would be great as well. I hate having to install a plugin to play a game as much as the next person, but Ive tried to make the page as helpful as possible.
Anyway, its past 2am where I live, and Ive been running on 2-3 hours sleep all day (was a bit night saturday night). Im starting to see random flickers/objects in my vision, so a good indicator to get sleep I believe! Plus programming in this state is so slow and frustrating Id be better off sleeping.
Im not sure how much Ill be able to get done in the final hours tomorrow, but I hope to at least implement a few more crucial features (like death and a points systems) – We will see!
Missed posting at the 24 hour mark! ~19 hours to go, close enough.
Making some more progress, but the past few hours have been slow and problematic. I ran into one large problem, which was a kind of ‘grey’ area cause by modules/functions Ive never used in combination before (not sure if anyone has tbh). The main problem came down to the default use of ‘mipmaps’ in the BGE and Blender itself. Basically, mipmapping doesnt work well with sprites. It ‘blends’ the pixels of textures and the results are blurry, ugly sprites for super low-resolution stuff, ie the image below shows the effect:
This is fine in Blender itself, you can simply globally disable mipmapping, problem solved. But the issue existed when I then tried to run the game in the Burster plugin (for web-browser play), mipmapping was on by default – and theres NO way to turn it off. So the all-important browser version of the game was completely fuzzy.
My initial idea was to completely redesign the ‘architecture’ of the game. Splitting the Scene into two independent scenes, one for the 3D computer area, one for the mini-game area being projected onto the screen. I wasnt even sure if the VideoTexture module would work between scenes (which is the only reason why I didnt setup the game like this initially), but after a bit of hair-pulling coding I managed to get it sorted. I then applied a pixelated shader, which was applied to the mini-game scene so it would be pixelated, even though mipmapping was permanently enabled.
The new problem: The shader was applied to the scene, but the VideoTexture plugin wasnt ‘seeing’ the now pixelated version of the level, so the screen was still blurry even though almost everything was running exactly as Id planned.
After some more hair-pulling moments, another much simpler solution came to mind, all I had to do was increase the texture size to sharpen the pixel edges (compromising with slightly larger file-sizes). Major derp moment. This solution took 5 minutes to implement (thankful this is still early on and I dont have hundreds of textures to edit) whereas the previous failed method took almost 2 hours. Gah! At least the scenes are better organised now, the ‘architecture’ of the game is much more solid so its not a complete loss…
Either way, I just need to sort out a sprite animation issue and I’ll have a playable demo up and running for people to try out.
Heres a look at the shader too, it worked pretty well and I’ll probably use it in future projects. You can see it in the background scene, a kind of ‘distant city’ view which is the current WIP city for the game. I wont be using anything like this in final game now (happened completely by accident) but I thought it looked a bit interesting.