Home | Rules and Guide | Sign In/Create Account | Write a Post | Reddit | #ludumdare on irc.afternet.org (Info)

Thanks for making Ludum Dare 26 AWESOME! See you in August!

Ludum Dare 26 — April 26-29th, 2013
[ Results: Top 100 Compo, Jam | Top 25 Categories | View My Entry ]
[ View All 2346 Games (Compo Only, Jam Only) | Warmup ]

[ 10 Sec Video Compilation (x3) | 260 Game Video Compilation | IndieCade Deal | Ludum Deals (Unity Deal Ends Soon!) ]


Posts Tagged ‘platformer’

My no entry for LD26, still too slow to coding, next time!

Posted by (twitter: @DavitMasia)
Tuesday, June 18th, 2013 9:42 am

I started to work in “No Time To Stop” near the Ludum Dare 26 and my idea was enter with it but unfortunately no arrived with enough gameplay, still i’m to slow to code :S

At first the game was made using a 16 color palette with a resolution of 120×80 and scaled later to 8x, all very minimalistic, here the first game style.

 

Now my idea is try to do something more colorfull with shadows/lights and glow but keeping the 8x pixel-art, here a screenshot:

No Time To Stop

 

To see the game in movement:

 

Some info about the game:

Resolution: 960×640
Genre: Arcade/Platformer with some logic/puzzles
Platforms: Win,Mac,Linux – Android/iOS – OUYA and maybe GameStick
Engine: Multimedia Fusion 2

 

For complete info you can check the official website or if you want to follow the development check the Tigsource Devlog .

And a few days ago the game was uploaded on Greenlight ;)

 

And well I hope code more fast for the next compo or at least enter some fun-playable!.

Bridge Crosser Released!

Posted by (twitter: @ElementalZealGs)
Friday, June 14th, 2013 1:34 pm

Our entry to Ludum Dare 26, Bridge Crosser, has been turned into a larger project due to popular request.

 

Bridge Crosser Promo

 

The game now boasts over 15 levels, with new environments, better optimizations, and new features.

The game trailer can be seen here: Bridge Crosser – Release Trailer

 

Bridge Crosser - Tornado

Promotional art for the full release of Bridge Crosser!

The game can be bought from our site here: elementalzeal.com/ourGames.php

Erase : Walkthrough .Part II

Posted by
Wednesday, May 15th, 2013 7:01 pm

And finally, Erase walkthrough : the second part.


Good game !

 

walk1

Slide5

Slide6

Slide7

MNMLST

Posted by (twitter: @http://twitter.com/jah2488)
Saturday, April 27th, 2013 6:34 pm

some gameplay.

After having no idea what my game was going to be last night. I am very happy with the progress I have made so far today. I’ve settled on a minimalistic platformer that uses colors and patterns to convey meaning and  utility. I’m currently music less at the moment and all the graphics could use some polish, but I’m excited for tomorrow.

Screen Shot 2013-04-27 at 9.32.58 PM

Dracula’s Treasure!

Posted by
Sunday, December 16th, 2012 4:05 pm

Here’s my submission – Dracula’s Treasure, I hope you guys enjoy it! I started off this jam with an idea for a “Dracula Dating Sim” which would place Dracula in high school, where he would try to win the heart of some incredibly stereotypical high school girl by dressing as an incredibly stereotypical high school boy. All in all, I don’t think I knew enough about dating sims, dialog trees, or high school to get it playable. Here’s a peek at what I had gotten done by Saturday morning:

draculasama

So on Saturday afternoon I set out on making a new game based loosely on Flicky and City Connection where you play as Dracula trying to protect your valuables from impending eviction:

gameplay

Anyway, I wanted to do something a little different – and even though this is closer to my M.O., I tried a lot of new things and learned quite a bit.

Great LD! The theme was great (even though I’m not advanced enough to tackle some of the better ideas I had for it) and the company was great!

 

24 Tips for making a fun platformer

Posted by (twitter: @KarnakGames)
Saturday, December 15th, 2012 2:21 pm

Since most of Ludum Dare games are platformers I think this is a required read to all of us:

11 Tips for making a fun platformer

and…

13 More Tips for Making a Fun Platformer

I’m not the villian :D

Posted by (twitter: @https://twitter.com/Abhas_tweeter)
Friday, December 14th, 2012 7:29 pm

Hey, this is my ludum dare.. In fact, my first game competition.. So, I’m just so excited – I’ve been up all night for this, maybe I should have slept, but either way, I’m still feeling quite fresh and hopefully, I’ll be able to complete this first compo…

I’ll also be uploading timelapse video, updates and workspace pics later…

Currently, I have this idea- You’ll be playing with two characters and ultimately one of them betrays.. And the secret is- you get to choose the betrayer is and you’ll have to play as that character at last. Also, this will be a platformer game with both puzzles and killing.

Game engine: Pygame/Python

Sound: FL Studio, maybe bfxr also.

Graphics: Inbuilt sprite editor of Gamemaker.

No code base to share, I’ll be starting with a blank screen :D

Plans to release it as open-source game.

Breeding Cubes – Ludum Dare 24 Post Mortem

Posted by (twitter: @FlorentPoujol)
Tuesday, August 28th, 2012 2:14 am

Hi everyone

That LD24 was my first LD, and also my first attempt at making a game. It didn’t go that bad since I successfully shipped an entry, a platformer named Breeding Cubes (spoiler : it involve cube reproduction !).

You can play it on my website (need the Unity3D WebPlayer plugin, but you already have it don’t you ?), download the source and rate it.

Theme

I headed for a straightforward interpretation of the theme. Your character has some abilities. You can evolve your playable character (new abilities or better ones) by finding another non playable character and breed with him (her). The new character resulting of this union possess the best abilities of its parents and can now overcome obstacles and progress through the level.

TimeLine

  • Compo began Saturday at 3am.
  • Woke up at 7am and started brainstorming on the theme while breakfasting
  • The first day I worked 11h and implemented most of the features
  • I slept from midnight to 8am on Sunday
  • The second day I worked only 9.5h including 4 on level building and finally submitted my entry around midnight
  • Compo ended Monday at 3am

How did it goes

Since I had no prior experience, I didn’t even really knew where to begin. And even if I did play around Unity before, it took me ages to implement basic stuffs. But in the ends, I successfully implemented almost everything I had planned without coming across major issues.

In total I worked only 20,5 hours on the game. That tells two things :

Unity is really a great tool to work with in very short period of time. I can’t wait to have experience to work faster and see what I can come up with in similar timeframe.

I had to take frequent and sometime extensive breaks. The second day, I was actually bored and tired of working, so I had to take a huge break from 11am to 3.30pm. But I did nod while watching an interview of Edmond McMillen, so it wasn’t a “lost” time on a gamedev perspective.

Also this LD confirmed me that I don’t like neither deadline nor crunch times. Am I fit for this insdustry ? Hopefully I am not working in it yet, I still have time to figure it out and adapt. Also I enjoyed the design, level design and level building phase much more that the coding phase.

Good job everyone who submitted something playable, I will try to play and rate fair as much entries as possible. I am also looking forward to hear from you about my game in the comments.

(If you want to play a great jam entry, let me suggest you “Porté par le vent” it’s really awesome !)

MiniLD #36 – progress

Posted by
Wednesday, July 11th, 2012 2:27 pm

Actually, I wasn’t going to participate this time due to a lack of time. But relaxed rules made me to change my mind. I designed mechanics for the game from scratch and then added water (which became lava this time) and particles system from my previous miniLD game.

I use 4 contrast colors in the game – orange-blue and black-white.

So I’m coding in AS3 using FlashPunk and Dame. Music taken from some vintage keygen. I’m going to spend the rest two days on leveldesign and polishing. I will also try to add a couple of gameplay elements if I will have time for that.

So here’s quick mechanics demo with tonns of bugs of course.

 

 

Roof Jumper!

Posted by (twitter: @@ZakChaos)
Wednesday, June 20th, 2012 12:03 am

Click here to Download Roof Jumper!

Thanks again Olav for the awesome dare minild!

As every Jam i’ve done, and often heard said: I didn’t get to finish it as much as I had wanted, but I learned alot.

Spent 6-8 hours over the course of two days, puttin things here and there, had a blast with designing something as simple as possible, with self imposed dares.

I DARED to :

-Compose a simple platformer where you only run and jump

-Use a very minmal pallete of 4-5 colors.

-used only 2 different platform objects.

-implement a secret cheat code. (“SREBMUN”)

-disregard deadlines, and make the game a day late, and
release it two days late.

-Collaborate with good friend @KhyleDean

-Use Music I didn’t make myself for a change.

Had a Blast with it, and learned lots of new stuff, and more importantly, got an idea of what I need to learn, and what I want to learn.
Thanks again for runnin the comp,and thanks for all the people participating,
always lookin to the next one.
-ZakChaos

Finding Yourself Post-Mortem: A Look Back on the Development Process

Posted by (twitter: @itsMaple)
Saturday, May 5th, 2012 6:14 am

"I can't be too far ahead, can I? I can't take this much longer..."

(Feel free to try out my game “Finding Yourself” >here< or watch the timelapse >here<. It’s a difficult platformer. You’ve been warned.)

The theme was to be announced at 11AM where I live, so I had time to walk to the nearest supermarket to do some last minute stocking up while the sky was overcast and the air was still fresh and misty, and get back to eat something I can’t remember if I’ve even experienced before at breakfast time: Bacon and eggs on toast, with juice. I then did some last-minute flicking through of The Game Jam Survival Guide, wrote down somewhat of a plan for the 48 hours which mainly consisted of what I was going to do in the first quarter of Ludum Dare because I didn’t have time to plan much more, and then I uploaded a GameMaker 8.1 (.gm81) file (which contained the stuff needed to play .pttune files) and distributed it in a blog entry on the Ludum Dare website so as to follow the rules like a good boy. Well, I finished posting that blog entry 20 mins in to the 48 hours due to website traffic screwing me over as everyone raced in to check what the theme was (and also due to the fact I am not a fast typer), and didn’t even end up using .pttune files in the actual game. The theme was “Tiny World”.

Dawn of The First Day -48 Hours Remain-

Following the little plan I put together, I did really well to begin with and had a box maneuvering around a test room the way the character does in the final version of the game, and also a way to move on to the next level within the first few hours. I then imported the font I was to use in the game and started displaying a giant number in the background of the levels to show what level the player is currently on, and made a simple rain effect by simply drawing lines at random over a simple gradient background (oh no, two games in a row I’ve used a gradient as a background!). I also made the gems at this point too, which I later changed into keys.

After that I was kinda lost and didn’t know how to make my game idea fit the theme, nor did I know what small step I should take next in moving my game towards the complete idea I had in my mind either. After some pondering I remembered something I learnt myself a while ago that was reiterated to me in The Game Jam Survival Guide: The first thing you should do is make the most basic thing you can call a complete game; something with a menu, a level, a way to win, and a way to lose. It’s here that I added those red dangers and worked on the player respawning via lighting strike (I was going to change the “dangers” into spikes later on, but after I made the first few levels I decided they looked almost like little berries or something on the side of a giant vine, and so I left them like that so it at least looked like you may have been really tiny, because I still didn’t have much of an idea of how I was to tackle the “Tiny World” theme). It’s also here that I worked on the main menu and the most basic tileset which was to be used in the level/s, which I had planned to give some texture or pattern later if I had the time, which I didn’t. I then made the first levels (the green ones), with text showing the player the mechanics that are used in the game, and wasted a bunch of time sitting there playing through what I had made while thinking of what to do next. It was getting late, so I slept on it.

Dawn of The Second Day -24 Hours Remain-

I woke early, shaved early, clipped my nails early, and showered early, whilst gathering in my mind some sort of plan for the morning to follow through with until I was to attend church. As planned, I jumped onto the computer, programmed the file saving system including the saving of best runs and displaying of the stats on the title menu, and I made character sprites and got them displaying properly in place of the character hitbox, then I left for church.

In the afternoon after a bit of food, It was time to get back into it. I made the mini intro cutscene where you see yourself running across the screen and jumping over the red dangers, and I made the ending level and the ending mini cutscene, turned the gems into keys, and made the Congratulations screen which follows, displaying the stats of that run. The game could now be called done; I now had the basic framework of the game complete.

It was time to add sound, music, and wrap it all up with a few more levels. To start off, I tried to get .pttune files playing in the game. After I did this, I decided I didn’t have time to make my own music anyway, and then cut out the .pttune functionality from the game, made the rain sound effect in Pxtone which I exported to .wav and softened with GameMaker’s inbuilt basic sound manipulation stuff, then moved on to making the rest of the sound effects with SFXR, alongside the running game, to try to get sounds that I thought fit well. I was very happy with how the lightning sound effect turned out. I then did the same thing with Autotracker-bu and music; I generated about 20 tracks and played the game with the rain sound and other sound effects implemented while listening to the tracks, and eliminating ones I thought didn’t feel right, until I ended up with the tracks you hear in the game now, after converting the .it files to .wav and then to .mp3. It was time to make levels until the submission time. I had work the next day, so submission time for me was before I went to bed.

Before designing levels, I thought I should gauge how difficult I was making them by testing the limits of the physics. For example, I knew that the player could jump x blocks high, and jump x blocks far, and how far the player could jump, and the limits of where they could land by running off a platform and holding right, etc (You can actually see me testing this in the timelapse. You can see I make a room with purple tiles laid out like a grid. I was using that grid of tiles as a way of measuring the distance that the different maneuvers take you in different situations). I would then use this information to know how hard I was making levels. For example if I wanted to make an easy level, knowing that the player can jump x blocks high, maybe all of the jumps in an easy level should only require the player to jump half that high, so as to make it easy, and more difficult levels would require the player to jump with more precision to make jumps. This testing was all well and good, and probably would have gotten somewhere, but there was just no way I’d be able to properly design levels using this distance counting method in the time I had left, so I stopped with that and just hurried on to making levels. I was aiming to make 20, but I realised they were all going to be crap If I just rushed them out like that. I had rushed out the 5 yellow stages just then, guessing how hard the jumps were that I was making the player traverse, and they didn’t turn out very unique or good in my opinion, so I decided to cut the levels down to 15 and just have some fun with the last 5 levels (also disregarding the testing I did, and just winging it and playtesting). As I was making the levels, I made it so that each set of 5 levels had their own architecture, which I thought ended up alright. The green ones I threw the blocks around in a mountainous, curvacious fashion like a forest, while you can see the yellow section had all platforms that weird shape, and the blue world had levels structured like buildings.

I then played the game through just as a general sort of sweep, to catch any obvious problems with it to fix before I uploaded, but all was good, so then I wrote up my submission and submitted my entry. It was late. I was happy with my game. It was time for bed.

What Went Right

- I did plan at least a little bit before the start of the 48 hours.
- I went to bed on time and woke up refreshed, early.
- I stayed in familiar territory in regards to the character spriting, and as such was able to do that rather fast.
- I made something that was “complete” early, allowing me to choose how to refine my game in the spare time I had left over.
- Deciding to let Autotracker-bu handle the music meant that I was able to spend more time making levels.

What Went Wrong / Amending mistakes

- I could have planned much more than I did prior to Ludum Dare. I was lost a few times during the 48 hours and wasted time trying to decide what to do next when I could have been progressing the game.
- It is still a habit of mine to playtest more than needs be, procrastinating and wasting time that could be used developing the game (This being said, overall I was rather happy with my low procrastination levels this Ludum Dare).
- I wasted a lot of time doing things that didn’t make it into the final game, like fiddling around with Pxtone and testing the limits of the physics. This could have been better anticipated.
- I was testing the physics so that I could develop levels to be a specific level of difficulty, but because I didn’t use that information and just powered on to making as many levels as I could, I got so into making the difficult path for the 5 blue levels super amazing that I forgot to make the easy path of those blue levels actually easy. I really wanted to make it so that most people would be able to beat the game, but I got carried away and as such, a very small percentage of people have actually beaten it, and that is by taking the ‘easy’ route. I should have thought more and had better control over the difficulty curve I was feeding down the player’s throat.
- I uh, also could have bought less food or something. I still had more than half of the stuff I got for the weekend still sitting in the fridge.

Future Tense

I’m fairly certain that I could have made my entry in half of the time with all of my mistakes amended and a little bit of speed-dev practice down. I should probably make typing with all of my fingers a habit too. With a bit of practice, I believe the same sort of game with better graphics, gameplay, homemade music, and added wildlife or enemies is fairly doable by one person in 48 hours. I look forward to being blown away by entries like these. Until then, put down your glasses and let your eyes recover from the wall of text I threw into them.
Goodnight.

~Maple

(…Holy crap, did I just write a 2000 word essay?…)

a little past the halfway mark…

Posted by (twitter: @seagaia2)
Saturday, December 17th, 2011 7:25 pm

First, a screenshot…(click on it, it’s scaled down in the blog post.)

 

So, the game is going swimmingly, I think. I’m planning for 5 stages (each with two phases), I have two of those done so far, as well as most of the mechanics. Once I iron out the mechanics of the ending (gameplay influences the ending), I’m going to finish the level design (so there’s a game), then probably move on to making the tileset look less like crap.

It’s interesting to think about how to make the game design progressively more difficult. At the moment, the character really only jumps. I feel like the timer (anxiety-relieving pills) add a sense of urgency, which is a nice effect, well, maybe. I think added difficulty can come from different types of platforms (Shouldn’t be that hard to implement?), some small other interacting objects that affect the anxiety meter, etc…

I’m going to try to stretch out the difficulty as much as possible without implementing those things, first…I want to get at least a rough thing finished soon. Plus, I need to figure out how to make this work on windows. It works fine in chromium on ubuntu. Not sure why not windows – I thought the compilation process was cross-platform, but maybe not. I think I’m going to look into that now, actually…

 

Anyways, the plot of the game. Still more or less just absurd, but that’s okay – it’s more fun that way. I’m not really in the mood to, well, make a moody game of any sort.

Pretty excited to do the music for this. Since this game is slightly related to pavement, I might do some short mockup of one of their songs. I’m assuming I won’t be sued or anything, but hey. I’ve had some ideas for ways to incorporate music into the game other than the usual, but I’m leaving that for if time allows.

 

I’m in with MoonScript

Posted by (twitter: @moonscript)
Friday, December 9th, 2011 12:34 am

Hi, this is my first Ludum Dare. I’ve messed around in game development before but never really completed anything. I hope the stress of the competition acts as a great motivator. :)

I just released my own programming language called MoonScript which compiles into Lua. I’ll be using that to make my game. This will be a great test to see how it works. One of the original use cases of the language was game development because there are so many engines that use Lua.

If you happen to be using Lua, then I suggest you check it out because it’s pretty awesome, works on all platforms, and I’ve written a ton of documentation.

Anyway, about my game. So far I plan to create a platformer, but depending on the theme I might switch things up. I’ll be developing on linux but using LÖVE so my result should run everywhere. I hope to do a time lapse screen capture of the entire weekend but I haven’t found software yet. I’m worried about creating graphics and music because I’m not very good at those things. Must not let them consume too much time.

Here’s the final list:

Language: MoonScript (compiles to Lua)
Editor: VIM
Framework: LÖVE
Graphics: GIMP
Music: MilkyTracker
Sounds: Audacity

Follow me on twitter for updates, and here’s a pic of me being serious:

epacse

Posted by
Saturday, August 20th, 2011 9:34 am

First screenshot. Ignore the tearing, that’s printscreen hating v-sync.

Torch – Post Mortem

Posted by (twitter: @alexlarioza)
Tuesday, May 3rd, 2011 11:30 am

Instead of copying and pasting my post from my own blog, I will write one just for LD!

The most important fact, as with any Ludum Dare, is that I was able to finish! I originally thought I wouldn’t have enough time to get it done, so I threw in the towel roughly 8 hours before. I had second thoughts a few hours later and quickly rushed back into coding. Thankfully I had just enough time to finish it!

Even though this was my first time making a platformer, I’m feel that it isn’t just another run of the mill platform game. I wanted the torch to be part of the player so those moments are more intense when you aren’t holding the torch. I think this worked quite well, but sound effects and a sound track really would have helped the atmosphere.

I usually use 8bit graphics, but I wanted to simplify them further so I wouldn’t be hung on graphics during the competition. I wanted to be spending more time with the actual level design. So I opted for 8×8 sprites scaled to 4x times their size. While it gave the game a cutesy feel, it made text feel awkward as it looks huge on screen. The furthest I’m going to go next time is 2x or I will scale the graphics in my image editor instead of doing it through code.

As I said before, this was my first time making a platformer and I was worried about it being too easy. From the feedback I’ve been given so far, I’ve found that it’s far from easy. There was also an issue near the end of the level where players thought they need to make a blind jump, when in reality they had missed the hidden passage. I’ll make it more obvious in the post-compo version. ;]

Speaking of post-compo, I’ve already added/fixed a bunch of things. Notably I’ve fixed the physics for both the torch and the player so things should be much smoother. I also added much needed particle effects to the torch. I should be releasing it sometime in the next few weeks!

Until then…don’t drop your torch.

 

>>Torch Play and Rate!<<

 

Collisions

Posted by of Platymuus (twitter: @SpaceManiacX)
Monday, October 6th, 2008 6:03 pm

I need help with collision code. I want to keep the player from falling through floors, pretty much. Help?

EDIT: Okay, I’ve got some good collision detection, but there’s something wrong with my moving code.

bool checkCollision(SDL_Rect &movable, double &vx, double &vy, SDL_Rect solid, bool move) {
int moveLeft = movable.x;
int moveTop = movable.y;
int moveRight = moveLeft + movable.w;
int moveBottom = moveTop + movable.h;

int solidLeft = solid.x;
int solidTop = solid.y;
int solidRight = solidLeft + solid.w;
int solidBottom = solidTop + solid.h;

int clipLeft = max(moveLeft, solidLeft);
int clipTop = max(moveTop, solidTop);
int clipRight = min(moveRight, solidRight);
int clipBottom = min(moveBottom, solidBottom);

if(clipLeft == clipRight || clipTop == clipBottom)
return false;

if(!move)
return true;

int clipWidth = clipRight – clipLeft;
int clipHeight = clipBottom – clipTop;

if(clipWidth solidX) {
// moving to right
movable.x += solidRight – moveLeft;
} else {
// moving to left
movable.x -= moveRight – solidLeft;
}
} else {
// moving along y axis
vy = 0;
int moveY = moveTop + movable.h / 2;
int solidY = solidLeft + solid.h / 2;
if(moveY > solidY) {
// moving to bottom
movable.y += solidBottom – moveTop;
} else {
// moving to top
movable.y -= moveBottom – solidTop;
}
}

return true;
}

Please help! If you’re interested in seeing what’s happening, here’s the program: http://files.chocoboheaven.com/uploads/Guests/files/85267_PaintWorld.zip

Calling it a weekend

Posted by of Platymuus (twitter: @SpaceManiacX)
Sunday, October 5th, 2008 4:02 pm

It’s not completely finished, but PaintWorld is as finished as it’s going to be within the deadline, which will happen in about 30 seconds.

http://files.chocoboheaven.com/uploads/Guests/files/PaintWorld.zip

Warning: the files are directly in this zip and not in a subfolder. If you want them in a subfolder, like Bleck does (stares at Bleck), the new zip is at http://files.chocoboheaven.com/uploads/Guests/files/87528_PaintWorld.zip

Go on, play it! I want to make the deadline, and so will edit in explanations. If anything doesn’t work, please tell me. I will begin working on the postcompo version now.

Well, there’s level selection/preview, view moving, a functional world, a you win screen, a you lose screen even though you can’t lose just yet, and that kind of stuff. Arrow keys to move, escape to exit.

Frogger -X- Master Shake Finished

Posted by
Sunday, June 8th, 2008 4:59 pm

It’s Done! sort of…

frogger -x- master shake v1

Download here:
Download Frogger X Master Shake V3 MS Windows Version
Download Linux version
* Source included

My web pages with other projects

There are a whole lot of things I wanted to add but couldn’t. I’m pretty happy though about getting sound working and doing some halfway decent tile collisions for my first time.

**UPDATED** made it a little harder and improved particle performance, also jacked up the timer freq. for particle events.

Mini-LD 1: Frogger -x- Master Shake

Posted by
Saturday, June 7th, 2008 6:28 pm

This is my first Ludum Dare. I really like the theme and rules so I jumped in this time.

… so I stalled right out of the gate trying to pick a good pair of characters to face-off against each other. I had all kinds of ideas. My trouble was picking one and sticking to it. It’s definitely a fun theme. I picked Frogger from the 80′s arcade game and Master Shake from Aqua Team Hunger Force.

I like frogs and Shake is the perfect villain.

I picked a single-screen 1-on-1 duke-it-out style game with projectile and close quarters weapons. I haven’t done a 2D tile game before so I kept it simple: no scrolling, 1 screen, no OpenGL acceleration. it looks like the OpenGL acceleration isn’t that rough to add. I won’t have time tough.

So far I have a primitive particle system, my 2D tile drawing and loading from text files, and a simple sprite animated character. The mouse is used to aim the projectile weapon and fire. Keyboard moves left/right, jumping, change weapons, and can also fire weapons (as well as left mouse button).

The big stuff still to do:
very primitive collisions – rectangle-rectangle at tile level for jumping & weapon damage.
sound and sound content – this is a biggie for me. I haven’t messed with sound much before.
Draw Master Shake sprites
Draw “slap fight” hand-to-hand combat tile/sprite animations & add hand-to-hand game logic

Frogger -x- Master Shake

Tales from a Cavern

Posted by
Monday, May 19th, 2008 2:11 am

Maybe this is what I should have been doing for the last LD… It took me two days to make and it’s based on the code of my LD11 entry (I didn’t even miss Felicity!)

Download over herely

Making “just a game” was kind of enlightening, since I didn’t have any real technical challenges to overcome and could just get on with content and putting in simple control logic to make it all come together. It’s pretty much an unthinkable project viewed in terms of what I’ve been doing the last few years, but since both development and result were enjoyable it’s a pretty clear hint that I should be doing it more often.

However, I ruin that immediately by having a natural impulse to make some kind of convenient editor/engine which would reduce the need to write copious amounts of replicated-but-slightly-modified code for instance when I want new enemy types etc. I have made these before, and each time I end up spending weeks or months working on it and then never really use it because I get increasingly unhappy with how it’s built. Still, I couldn’t possibly make a game of say 10x the complexity/scope of this one without using more structured code at the very least. And defining animations, scripted events, enemy patterns etc would quickly get tiresome and repetitive to do in code+Photoshop if you have more than one or two types to deal with. The grunt of this game (discounting image loading and input code) is a 1500-line C file, where almost all logic is directly in the main loop – wonderfully spontaneous way to work but of course breaks down with increased program size due to convoluted value/flow dependencies, loss of overview and the need to repeat code.

The fact that I did manage to create this in just two days though, and that I didn’t run into any major hickups along the way, probably says something about suitable code vs application complexity. If I had gone and made “a perfect design” with fancy classes and streamlined algorithms for everything, I would most likely not be done yet. More importantly, I probably wouldn’t even have started since such a small project doesn’t really justify that kind of work. Not without the prospect of a larger product coming out of it, and if there was one I would probably be too intimidated by the thought of that and keep trying to out-think myself in terms of what stuff I’d need to make that “great big thing” work eventually.

I think Derek Yu recently said something about coders being able to “doodle” games like artists sketch with pencil and paper, and that’s probably an important thing. A sketch is never meant to be used for anything substantial, it’s just playing around with the tools of your trade to make something spontaneous and fun. If it turns out nice then you could potentially do it again from scratch but “do it right” and expand on it if you wish – but you should definitely not be doing it the roundabout way to begin with since that would destroy the spontaneity and make it a laborious task instead of a free-minded sketch. When sketching you can only use whatever skills and processes that come natural to you, without considerable planning or conscious mental effort. Of course, with increased experience this set grows larger and some people could probably do advanced class hierarchies without thinking too much about it. All the more power to them.

Since I made this thing in such a short timespan, I have a pretty good overview of all the techniques I used and the bare-bones code needed to make them work. This could provide some extra value when designing larger game systems as I might be able to target my efforts more carefully, and not get overly general or implement pointless things. For trying out pure game ideas though, I still feel that it would be sensible for me to “sketch” in a more streamlined tool… a kind of game maker for sure, but definitely not Game Maker (for the simple reason that I’m incapable of using any tool that is close enough to what I could potentially build myself, which is a most unfortunate condition in terms of productivity… but creating a tool to fill some (possibly imagined) need of my own is just so very rewarding)


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

[cache: storing page]