Posts Tagged ‘moonscript’
Make sure all games get a fair score! Use the Ludum Dare game browser, click sort by least rated and start playing!
Or you can click this link: http://ludumdare.itch.io/#sort=votes_reverse
The star icon in the game’s hover data is the number of plays it has, and the smiley face is the number of times that person has played a game.
The Ludum Dare game browser has all comp and jam games. I’ve also set it up to update ratings and coolness every 15 minutes. Enjoy! http://ludumdare.itch.io
Oops, posting this really late but…
PROUDLY PRESENTING “Boyfriend Simulator: Feed My Boyfriend”
Boyfriends everywhere are very hungry and it’s your job to feed them. Take to the mall to go shopping for delicious treats that you’ll launch into the boyfriends mouth with a baseball bat. Don’t feed him the wrong thing or he’ll barf all over the place. Enjoy some rockin’ 10 second tunes and and and incredible array of upgrades! And for all of you saying the boyfriend is a stupid ugly loaf.. well watch it because he’s modeled after yours truly!
So, LD#27 is finally over. There is something peculiar about it this time: Spark is in the compo! My first completed LD48!
After my insuccess in April, getting this achievement really made me happy, despite the game itself being only a pale shade of what I wanted it to be. Still, no matter the things gone wrong, it was a great learning experience and I learned a lot, which is probably the greatest achievement. But let’s see what were the ups and downs of these two days.
I’ve been in love with love2d since the first time I discovered it. Because of it, I learned Lua and how amazing of a language it is. Still, I always used it in non time constrained environements: doing a Ludum Dare with it was a breeze, mainly because I got used to the environement, but also because of the amazing semplicity of the modules. I have this idea that a framework should be as transparent as possible so that it doesn’t get in the way of the developer: Love2d achieves that. I never had to stop more than five minutes in the excellent wiki to find out what I needed to do. This to me is like a liberation of a curse: passing hours on poorly documented and overly complicated APIs really kill the creative ideas one may have in a moment. My wet dream would be a love2dJIT, that would be the shit. But only time can tell.
- Picking an idea I liked
I wasted somewhere around 12 hours with brainstorming and another aborted game idea before starting working on Spark. This is a huge down, meaning a quarter of the limited time I had was spent on basically nothing that would be in the final game. This is a wrong thing to do (and will never do it again for the future compos), but it helped me find an idea I really enjoyed. While Spark didn’t come out as I wanted, I really enjoyed working on it and implementing it (The Call, my LD26 jam entry, in comparison, felt more like a chore). I knew from the start it was an overambitious idea and I would never be able to complete it all, but my motivation was so strong I got a lot more done in two days than I would have in a project I didn’t like. So those 12 hours didn’t really feel like a waste but more like an investment: they saved me from working a day and an half on a project I would have hated working on.
- Submitting the game
I was ashamed with how little I was able to put into Spark in the time given. I implemented stuff I never used, I created graphics I didn’t have the time to put in, the final product misses a lot of stuff and doesn’t even remotely resemble how I wanted it to be. But still, the game is in the compo! Great fucking feeling. I was in for a quarter of an hair, but was still able to put something up and online. The last three hours were the worst: I still had to create the levels and implement a lot of stuff and started to think it wasn’t worth all the sleep loss and the hard work since it hardly was the game I wanted after all. I stopped for a few minutes to think, then I realized that I was in the compo to make an amazing game but to finish a game. So I pushed through it. It was hard, but Spark finally got “done” (with quotes so big you could sleep in them). Now that I have something playable, I have even more motivation to complete the game because I see so much stuff I was unable to implement that would make the game so much better. I’ll start working on a post compo version soon.
This time around, the theme was actually a theme. LD26′s Minimalism was hardly a theme (more of a style), which frustrated me to no end. I could hardly put something together because of that. This time around, I really liked the theme. I loved it so much I had a lot of ideas that I could be working on in the future, which I had to discard for the compo because they are way too big to fit in 48 hours. It was quite prolific. Even too much, which brings us to the negatives of these two days.
Moonscript is a language created by leafo that compiles to Lua. It basically gives Lua a python-like style. While I know of a lot of programmers who hate forced indents with a passion, I personally feel they make the code immensely easier to read and write. No more ugly, verbose do..end cycles, just press enter+tab and you are good to go. It also forces your code to look good which is hardly a bad thing. Putting the simplicity and speed of coding of Moonscript on top of the beautiful simplicity of Love2d is like supercharging your game making potential. It literally flows under your fingers. My only pet peeve with it is that the debugging errors given but love2d refer to the .lua files because.moon files are compiled to lua. This means that I have to refer from time to time to the compiled .lua file for debugging instead of the .moon file I’m working on, which kinda breaks the flow for me. But still, Moonscript+love2d is a bomb of a combination.
- Overambitious idea
In the beginning, Spark was a huge idea. I had in mind to put forking paths, complex level design, and a story. None of these got into the final game, by far. Mainly it was because of me being stupid and wasting time, but even for the best programmer it would have been a challenge to put together what I wanted in 48 hours. I remember clearly thinking “I’ll never do this” when I started working on Spark. Buy, was I right. Still, I really liked the idea (see point 2 above) so it wasn’t a complete idiotic choice: it’s not like the idea will self desctruct when I submit the entry. But still, I should have probably toned it down quite a bit.
Oh boy. Tiles. Never really used them. And it shows. I wasted around 4 hours making a tiling system that creates levels from images and carefully drawing the tileset, only to discover that I would have to hand draw every level, every angle, every border. I would never be able to do that. It took me around 20 minutes to make one room! I was so heartbroken when I had to draw blocky levels that hurt my eyes only to watch. Also, since the pitfall and the wall tiles were too similar and difficult to determinate which was which, I had to basically throw in a barf-looking pitfall tile in the last half hour to make the game playable. It hurts to watch what it could have been and how it is instead.
So… Yeah. I’m not proud of how it looks. But hey, that’s a mistake I’ve learned from.
- Horrible code structure
In my last few projects I got used to an entity component system I’m developing for Lua. While at first it is pretty weird to work with, once you get the hang of it it flows easily and is very clean to mantain and use (even though there are some weird bugs that pop out once in a while). I could have used it for the game but for this ludum dare I wanted to try something from “inspiration”. The result is a mess of a code. I already have problems changing it because of how horrible it is. It is my fault for being lazy and breaking encapsulation too much, which in the end makes mantaining code an abomination. I should be more careful next time around. I’m already thinking about rewriting the engine to make it more human (right now it looks like a deformed monster struggling to breathe).
The way I implemented stuff was also weird. I had a lot of problems creating a switch that would change the level, which was quite embarassing thinking of it (but still, I have the excuse of sleep deprivation, so shut up>:( ), so I created this weird solution where there is a switch that changes level from one to another, which greatly limits future implementations since it is limited to one switch per room and can only change THAT room. This really hurt level design since there was hardly anything I could do with it, and the time to implement new mechanics simply wasn’t there. I want revenge and I’ll probably reimplement the mechanic in the post compo version.
So, this looks like that’s it. It was a pretty stressful weekend, but Ludum dare is about that. It makes you understand how difficult actually finishing a game is, it takes away your sleep and it makes you ashamed of what you make, but it is still an amazing experience.
Now, for the best part: actually playing the games! I’m so excited. Happy voting!
I made this cool infinite scrolling game browser last LD, I just updated it with all the games submitted for LD27 comp. Enjoy! http://ludumdare.itch.io
Also if you’ve got the time you should play my game! http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=4321
Finally started making graphics, almost half way done with the comp. Let’s do this!
Hello, I updated the games browser, you can now filter by platforms and frameworks used. If you’re still searching for games to play and rate then try it out! If you have any ideas for more filters tell me and I’ll add them if it’s not too difficult. Also the whole project is open source, you can find it on GitHub: https://github.com/leafo/ludum-dare-browser
Hello everyone! I want to apologize for not rating more games. I’ll get on that shortly, but in the meantime I made something really cool to browse all the games from the last Ludum Dare, it’s (very descriptively) called the Ludum Dare 26 Games Browser. Check it out!
If you hover over the game you can get access to the game page, the author, how many votes they have and their coolness. Also you can click the download icon on the top left to get a list of all the game’s downloads. If you have any feature ideas tell me.
PROUDLY PRESENTING MOONDAR
You’re stuck on a runaway moon buggy speeding across planet Moondar. Enemies attack from above while obstacles come from ahead. It’s your job to stay alive by steering the moon buggy out of harm as you destroy the alien invaders! It’s got cool dual mode gameplay, awesome soundtrack, and sweet minimalist graphics (lol).
Hello everyone! I made a cool site since last LD that you might find interesting. One of the things I’ve tried to do after every Ludum Dare game is make a little page for my game with screenshots and downloads that I can share. I thought that it would be cool if there was a site that let do something like this quickly. So Bam! I created …
It’s a site for developers to host their indie games. You can quickly design a dedicated page for you games(s). There are no banners or links to anything other than your game except a tiny link back to itch.io on the very bottom. The site hosts all your images and game files. You can customize the layout of the page with videos, images, colors and fonts. It even has analytics for downloads and views. It’s free to use, so check it out! Here’s a sample game page for my last Ludum Dare game: http://leafo.itch.io/x-moon
While making it I thought to myself about how there are probably a lot of cool indie games out there that the developer has sitting around for download. I thought it would be neat to apply a pay-what-you-want pricing model to these games so that if someone really likes the game they could give back to the developer. Thus, I added payments support to itch.io! itch.io lets you set a minimum price on your game (which can be 0 to also allow free downloads). It supports both PayPal (with a bunch of currencies) and Amazon Payments (USD only). All you need to do is link your account and you can start selling.
If you don’t want anything to do with money it’s still free to host your game. Feel free to use it for your next Ludum Dare game. I host the files on Google Cloud Storage, giving you a speedy and reliable download.
I’d really appreciate it if you checked it out. I spent a lot of time making it and I’m still adding features so give me your feedback. Thanks!
HELLO EVERYONE. The moment you have been waiting for is finally here. X-Moon is eager for you to play and rate it! It’s a fast paced tank omni-directional shooter with infinite levels, 4 enemy types and a sweet soundtrack. Destroy all the colonists on a remote planet, then blow it up after stealing their energy.
Hello everyone, I’ve uploaded a timelapse a bit ago for the development of my game ExoSlime. If you haven’t played it yet, you should! Here’s a preview of what to expect:
And here’s the timelapse:
HELLO EVERYONE. I finished my game for the jam, but never posted here. So I’m here to deliver a public service announcement, you should play my game (and rate it)!
There were a couple performance issues at first, but I’ve fixed them. If you tried to play before and it didn’t work, please try again.
Hello everyone. This is my third Ludum Dare. I am really excited about this one because I haven’t made a game since LD23! I’ve already been working for the past 3 hours (wow it’s been 3 hours already!), but I figure I should post I’m in before it’s too late!
Here’s a little teaser of what I’ve got so far:
I have no idea what I’ll be making yet! I’m quite intimidated by the theme to be honest. Going to try to get some basic graphics and movement working before going to bed tonight, then figure out the rest tomorrow.
Sadly, I have to go to a wedding Saturday evening, which is going to take a huge chunk of time. So I may have to bail on the comp, and do the jam instead. I took monday off from work just in case
Follow me on twitter as I post updates and good luck to everyone!
Although I finished this yesterday at the deadline, I’m posting it now because the site isn’t (as) super laggy.
Proudly presenting Wulcan:
Wulcan my second game made for Ludum Dare! You pilot a space ship through an ever narrowing chasm in space. As the walls slowly close in on you, enemies will also barrage you from above. You ship comes equipped with the Alpha and the Beta guns. The Alpha gun shoots a blue bolt that will destroy enemies. The Beta gun shoots a pink bolt that will cause the walls to push back when it hits an enemy. It’s your job to get as far as possible!
Please read the readme on the download page because there aren’t directions in the game.
Wulcan runs in LÖVE and is written in my own programming language, MoonScript. More about the development process in a later post!
Thanks and enjoy!
Source is hosted on github: https://github.com/leafo/ludum-dare-23
I’m back for my second Ludum Dare and I couldn’t be more excited. I learned a lot last time, finishing my first game called Volcanox. It was a great experiment for me because I wrote the game in my own programming language, MoonScript.
It was also very difficult because I was essentially started with nothing more than love2d. I spent a lot of time writing all of the game foundations from scratch. This time around I’m coming prepared. I extracted all the generic things I wrote for Volcanox (like collision detection, and rendering tiles) into a little library called LoveKit.
I’ve also got a few more tricks up my sleeve with LoveKit. I’ve written a nifty piece of code to hot-load game code and images as I edit them. This means that as soon as I save some file the changes are instantly reflected in the game without having to restart anything. I haven’t use this to make a game yet, but I think it will speed thing up considerably, I’ll post an update about how well it’s working once the comp has started.
Follow me on twitter as I post updates!