Posts Tagged ‘platformer’
So thanks to the code I posted, I was able to get done in 2 hours what would’ve probably taken me four. Got basic game mechanics in, most of the art is done and I prepared some SFX with BFXR to top it off.
Superb progress in comparison to the last time I participated, where I only barely managed to get an idea and set up an ultra-basic template for it. Can’t wait for tomorrow!
Straight to the point, these are some scripts I wrote in C# for Unity 2D stuff that I’ll be using – feel free to use them any way you want.
This script is ment to make creating platformer scenes a bit easier. Assign it to the tile you are using and then give it six sprites for said tile – it will detect nearby tiles and automatically select the appropriate sprite to use, then rotate as needed so that you can place tiles and leave it to the rest.
Pretty self-explanatory, this is a simple script to act as a sort of 2D CharacterController for the player. Comes with a debugging option. Requires a trigger collider to detect whether or not the player is on the ground.
Also rather self-explanatory. Simple script that doubles as very basic A.I. and physics handler for enemies. Physics is nigh-identical to player physics. Also includes debugging option and also needs a trigger collider.
Decent health script I wrote for whatever needs it. EnemyLogic will need this to deal damage properly to the player properly. Includes logic for invulnerability periods after getting hit. Debugging on this will only display health in the console.
This is The Devil’s Magnificent Return, an entry LD29:
While away in Sanctuary, a demon took over Hell. Play as the Devil, and claim hell back.
What went well
There were two things that I wanted to do primarily when preparing for Ludum Dare, testing out Free Writing, and working with the 2D tools in Unity.
For the first task, I wanted to see if I could come up with a game idea with given a topic, which is something that I think gets me sometimes; I mean, I don’t have troubles coming up with new ideas, but they usually just pop out of nowhere, unless it’s playing guitar, I don’t sit down to write or come up with ideas for games, I just do the one that randomly popped into my head some time ago… But this time I wanted to do it differently and for it I used the Free Writing technique, which on the Broken Age documentary Tim Schafer mentioned he used, and decided to give it a shot, and it worked incredibly well. If you have ever had a problem with the “blank page syndrome”, this technique is totally awesome. It’s my first time using it, and I loved it, it gets you going and writing, and before you know it, ideas start flowing. Again, loved it. And I think the idea I had for the game was pretty cool. I haven’t seen other entries taking place in hell, so I think it was creative (or terrible enough that no one else wanted to do it :P).
For the second, I wanted to do stuff in 2D using the tools provided by Unity. I mean, I’ve already worked with 2D in Unity, but it was using third party packages, not the official tools, and I wanted to learn about them, and I did. Not as much as I’d have liked to though, because of time limitations, and because of being extremely tired by the end of the event, but it was still good, and now I have the sprites to polish this in the future, so I think it was very good.
Also people seem to like the game, they are having fun with it, they love the graphics (done by Alejandro Socorro) and the music too (which was done by René Rivero), and that makes me glad, since they took time of their schedule to help me out with the game.
What went wrong
Alejandro didn’t have Internet access on Friday and he wasn’t able to work well that day.
Even though I planned a lot to have free time for the event, there are things that you have to attend to, and even though I missed a few things over the weekend, others I could not miss, so I had to sacrifice some content and polish, which is why the level is quite sort, and there is only one sound effect. Not to mention some bugs regarding the character animations. But still, overall, I’m pretty satisfied with the result.
I had a blast, streaming and chatting with my friends as I was working was pretty fun, I hope I can do it again, it’s tough to do though, but I will certainly try.
I’ve just submitted my first completed game ever to the Ludum Dare Game Jam! I would really appreciate it if you guys could play it and rate it. Here are some screenshots, because everyone loves ‘em:
(If you’re wondering why the player is holding a knife but shoots, it’s because of a lack of communication team-wise and the time limit. :P)
I wasn’t certain if I would be in on this because of Graduate School stuff and other “fun”, but what I’ve got is going together better than I expected.
Information (Since I didn’t before. :3)
Platform: Java with libGDX
Sound: Random Generator and probably http://abundant-music.com/
Idea: Big surprise, it’s a dungeon delve/exploration platformer. Basically with the player attempting to collect all of the dragon idols beneath the surface (Hwa hwa hwa, I didn’t like this choice).
State: I’ve got the basic platforming functionality done including ladders (Static placed at the start) and ropes (placed by the player), fall damage, collisions and the like.
Unluckily, the area I’m in has been having high winds and it’s killing my sinuses/allergies.
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
Although it was not completed in time for the Jam, we would like to share the game we started for Ludum Dare 28.
More details at the link above.
Experience how to feel and be in a public hospital in Brazil (and probably in about any country with bad hospital conditions/administration).
Gameplay: there’s only one doctor up to treat you, find him or her before is too late! nobody cares or want to help you, so good luck!
Well the game’s up and you can play it here http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=29557
It’s our first game ever and Jam and it’s been a great time.
Climb the Teide and put the one and only cap on it before it sneezes.
Lots of bugs and things to fix. You can beat the whole level, even thought the webplayer hides some platforms on the left of the screen. Sometimes greed will take over a character and won’t throw the cap. Just keep trying will walking from one platform to the other, he’ll eventually cave in.
Hope you enjoy!
Hello everyone! We are three young professionals from Russia. This is our first participation in LudumDare and it was something that everyone has to go through it gamedeveloper!)
At the time of the game, we were all separated and were linked exclusively via the Internet. Skype was included for 72 hours. Each person is strictly fulfill its role.
Davyd Widiger – 3D artist by trade, this time guided the process, coordinated all stages of development. Drew and animated the entire game art (backgrounds, characters, obstacles, etc).
Michael Lyubimov – a professional programmer. He wrote scripts and compiled the whole project in the game engine. Find all the sounds for the gameplay.
Evgeniya Egorova – an artist who painted the main menu, choose levels, GUI. Initially, it is not a planned party, Evgeniya joined us only the second day.
When a topic has already been announced, we had a 8:00 am. Before the start of the competition and we were not a genre in which we do our game, and especially not placed a bet on what that particular topic. The majority voted for the theme 10 SECONDS. We began to think of how you can beat this topic. Started inventing certain features.
There was an idea to make the racing game in which every 10 seconds to reach the checkpoints. Would have to write the physics of automobiles, model, huge open track, it’s all done in 3d + to be beautiful. It is of little interest and simple.
There was an idea to make a platformer in which the world is a visual change every 10 seconds. But I had to do visual content is 5-10 times higher, which is unacceptable when creating a game in 72 hours.
But the most interesting was the idea – to make the simulator competition to create computer games for 10 seconds))). Something like a parody of itself LudumDare). That’s just the problem that we are not very fond of all sorts of casual simulators.
Then we realized that it is better to do a platformer, as it creatively in any way we will not be restricted. Got the idea … NEED TO DO size level from the monitor screen. Because it’s faster, and it is logical due to the temporary limit of 10 seconds. Now was necessary feature. While we did not anticipate that the game will be about the cat). We just came up with the mechanics. One of the examples of good modern platforming – it’s Super MeatBoy. Hardcore, dynamic gameplay. Beautiful, stylish art. We do not like easy games, would like only the hardcore).
Now the problem is that if we focus on the MeatBoy, then our game will be very similar to it, and we wanted to make something of their own, no matter what it does not. MeatBoy able to jump over the walls …. LET A CHARACTER WE WILL PASS THROUGH WALLS! Eeeeeeeeeee) is a good idea! Make a stop in time to move through any obstacle, and if it appears inside the obstacles, the character dies instantly.
Then there is another idea … if you make a game about seals? Everyone loves a Kitty!)))
But we have something no ordinary cat … Schrodinger’s cat! He seems to be there, but it is not as if at the time when he was sitting in a box! IDEAL)
All it took exactly 2 hours of time, there is still 70 hours …
Initially, all of the roles in the team have been distributed , and the programmer should not have to waste your time on the job game designer . So Michael already being sat and wrote physics to move the character . In Unity3D all the standard scripts for a platform , but they have bugs in some situations. Therefore, we used only CharacterController, but did not use the standard scripts of movement. The task was to make the character as you move ALIVE . To feel its weight , not as though it is moving like a robot on rails. It was necessary to make a cat with an inert , so it does not immediately accelerated and accelerated, and also inhibited . Further mechanical superposition was made .
Meanwhile, the artist was thinking how to make a memorable , beautiful art that can be produced in tons. If there would be a new idea , then at her drawing would take 10-15 minutes . Just do not pixel art … nooooooo . He is everywhere , every second pixel art making . Make a game completely in 3D is not an option , create 3D content that will look good for a long time . Not less than 2-3 hours in the beautiful characters , and it slowly for 72 hours . Had the idea to make a game in the form of sketches in a notebook . And the original, but the most important thing is that it is quick to draw. )
To create a mechanical movement of the character, the programmer does not need the picture cat , the programmer need the picture of one of the levels! In order to balance the speed and jump height .
Of course, then wanted to make our character look like a cat, not the standard pink cube). The artist painted the character:
The game immediately changed! Mechanics character, multiple levels of character and he was ready for the 6:00 …
Needed the obstacles … Of course, the SAW! They move around and look spectacular (because they have an animation)
By tradition, the genre was made Jumper. Task is simply to reach the finish is too boring – still need to collect all the atoms) They are made entirely in 3D (for the sake of quality animation). It turned out all together like this:
By the evening we were joined by a cute girl Evgeniya (artist), who helped us with the menu and drew a second version of Gui.
By the end of the first day was done 10 levels … Yes as much as 10 levels.
The second day
Was immediately drawn in the main opponent of the cats – dog)
Just after the second day were made 4 more levels and filling them.
But most importantly, we asked other people to play our game, and it turned out that many of them could not even pass the second level O_o. We got scared – will have to simplify everything … It was decided to – to do the remaining 6 levels is very easy, and put them in the beginning. It was the right decision.
The third day
Found the music and sounds. Insert them into the game. The game became more alive) to make the main menu, along with the animation, the screen start the game, the final screen, beautiful transition effects between levels. Devil’s crossbow)) which consists of 3 sprites and 7 surfaces (we are not looking for easy ways XD)
Everything was going according to plan, it seemed that we succeed far ahead of time …
Deadline … panic). Left 4 hours from 72. It is necessary to choose the levels to make the right fullskrin (not to distort the image on monitors with different aspect), Mute button, the authors write in the main menu. GO THROUGH THE GAME AFTER fill on a server! AAAA HARDCORE!
Did build on the 17 level Collider forgot to remove the level impossible to pass …
Again did build that button does not work out of the game on some levels …
Again did build, forgot to do that character dies when falling into a pit …
Again did build, level 18 forgot to make colliders invisible …
But we still have time … Laid out the game for about a half hour before the end of the competition. A little nervous) and completely ceased to want to sleep)
Now every day (for 3 weeks), we read your comments about our game, poured on YouTube walkthrough for those who do not pass muster. Worried, but we are happy from the experience of the 72 hours.) Thank you all!
It really was an epic 48 hours, and there are of course more things I wanted to add, but I am really happy with the result, and it seems people are liking the game which is really great.
This was my third LD and I can say that has been the best.
Why? because I think I had create a good game in less than 48 hours, but even so, I’m not happy with the fact that I made it using Game Maker. Ok, the use of Game Maker isn’t anything bad, don’t get me wrong, but I was learning java and libgdx since three-four month ago and I wanted to check my knowledge in this LD.
Why I didn’t use libgdx then?, I had not time, this was a weekend very evenful and the priority was create a good game.
Well, here is my Post Mortem:
What went good?:
- Graphics and gameplay since the first day
The gameplay was very easy to program, only a basic platformer with an stealth system, basically if the enemy is looking right and the player is near of his right, he kill the player instantly.
And the graphics palette is of 6-7 colours in total, what made more easy the process of design.
- I’m learning a lot about GML functions
This was my second time using Game Maker and I was a bit lost. Even so I kept forward and I learned a lot about it
What went bad?:
- Bugs, a lots of bugs
I thought that my game had less quantity of bugs, but no, it had a lot, so I spent all the day of today fixing it.
I think now the game works properly, however, it surely has some bugs waiting to be fixed, so if you find one, please let me know.
- Few levels
As I say before, I had not enough time for dedicate to the ludum (only the nights) so the levels was reduced in number, only three of six planned in the start.
- In my opinion, bad theme
Seriously, what kind of theme is 10 seconds? I hate be a hater (excuse the repetition), but was one of the worst themes in the votation, “Death is useful” or “You must leave it behind” would have been a lot better.
10 seconds is nearly to obligate to create a game that hurries you and I hate that type of games :/.
At least have been better than “minimalism” ¬¬
- My english level is ridiculous
Yes, and because it I commit some typos on the game. I would apologize to all the people who is leaving their eyes on this text. Seriously, sorry.
Thanks for read!