Posts Tagged ‘platformer’
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 think I created 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 wanted check my knowledge in this LD.
Why I not used 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, in that 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 of thing about it
What went bad?:
- Bugs, a lots of bugs
I thought that my game had less quantity of bugs, but no, so I spent all the day today to fix it.
I think now the game works properly, however, it surely has some bugs that need 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!
Frozen Braid is finished. It is a tactics game for two players where you plan 10 seconds of fighting.
It saves replays of your games, so you can learn from your mistakes.
I hate it when this happens. You create this universe. You come up with these characters. You twist this game mechanic and run with it. You end up falling in love.
And you swear up and down that it’s time to move on, you’ll do something new, something exciting and “innovative.” Something that’s different for the sake of being different in some futile attempt to break some hypothetical mold.
And it never happens. Because you’re in love.
Yep, I’m remaking an old contest entry.
All melodrama aside, this is going to be awesome. So awesome, you may want to take a knee.
Oh, wait, it looks like our little blue protagonist already has. Because he can duck now.
Also, I figured out how purple works.
This time around, you’ll be immersed in the universe in the way I had it visualized from the start. You’ll follow a storyline and get to know the characters just as well as I did. You will be tested and you will be challenged and you will like it and you will fall in love.
Oh, and you get a cookie if you remember this guy:
You won’t remember this guy, though:
These vids are old! It’s coming along like crazy. I hope I impress at least one of you guys, because this is going to be the biggest, most elaborate game I’ve ever made.
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:
To see the game in movement:
Some info about the game:
Genre: Arcade/Platformer with some logic/puzzles
Platforms: Win,Mac,Linux – Android/iOS – OUYA and maybe GameStick
Engine: Multimedia Fusion 2
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!.
Our entry to Ludum Dare 26, Bridge Crosser, has been turned into a larger project due to popular request.
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
The game can be bought from our site here: elementalzeal.com/ourGames.php
And finally, Erase walkthrough : the second part.
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.
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:
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:
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!
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
Plans to release it as open-source game.
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 !).
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.
- 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 !)
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.
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.
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.
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.
(…Holy crap, did I just write a 2000 word essay?…)
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.
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)
Follow me on twitter for updates, and here’s a pic of me being serious: