Posts Tagged ‘post-compo’
After the ludum 27 48 hour compo, I continued to develop Turn Fighter Foo in order to bring out a version that is closer to what I had imagined.
So whats new?
The first major thing (not visible though) is that the code base has been ported from Flixel with Actionscript/Flash to HaxeFlixel with Haxe/OpenFL. Doing this has the advantage of being able to port it to other platforms natively. Expect something like gamepad support on desktop or a mobile version sometime in the future!
There are a few new hit animations for the fighters as well as new animations for the new moves that they can perform. The background has been spruced up a little to make it less bland and some background music thrown in to accompany the fighting. Here is an example of what to expect:
The first major change is a rebalancing of the play matrix for moves. You might have noticed that kick is probably the most overpowered move in the 48hr compo version. I’ve tried to create a version where there is always a counter to any move. For example, kick is now countered by the low sweep like the picture above shows. And air attacks can now be countered by a new uppercut move. The play matrix is still not perfect but it is far better than the 48 hr compo version. Along with the new normal moves, there are also a couple of special moves that I’ve added which were inspired (aka ripped off) from most fighting games. The first is a ranged fireball attack and a move called the phoenix punch which kinda resembles a dragon punch (very original I know! ). Have a look at the moves list below for how to execute the new moves. More special moves to come in future versions hopefully.
The post compo version now has several options that can be customised such as the ability to hide your inputs from your opponent, increasing/decreasing the number of inputs per turn and changing the turn timer duration (or have unlimited time). The last option enables Turn Fighter FOO to be played in Ippon scoring mode which means that a turn ends as soon as one fighter performs a decisive blow on the opponent scoring one point. The decisive blow occurs when one fighter performs a move that naturally counters the opposing fighter’s current move, thus getting the hit. Score three points and the match is over.
Last but not least, I’ve added an AI player for those that do not have anyone to play with. Yes, there is now a single player mode! The AI is not great but it should be enough to get a flavor of what the game is all about. I’ve gotten feedback regarding my compo version about how some players didn’t have a partner to play with so this one is for those players!
The post compo version of Turn Fighter Foo may be found (along with the original version) at my ludum 27 entry page here.
New Moves list
- Upper cut – down, punch
- Low sweep – down, kick
- Jump punch – up, right, punch (if facing right)
- Fireball – down, right, punch (if facing right)
- Phoenix punch – right, down, right, punch (if facing right)
- Duck – down
- Idle has been removed as an input. Use block instead.
- Controls for player 1 has changed to w,a,s,d for up,left, down,right and j,k,l,n for punch, kick, block, clear move list.
- Addition of new ready button for the unlimited time match. When both players hit the ready button, then the turn plays out. Player1 ready – space, Player2 ready – end.
Focusing on the post-compo is starting to pay off. Except for the HUD, particles and background, every other graphic has been redone. As soon as I finish reworking the graphics, I’ll begin to modify the gameplay. That will be the ‘post-compo version’. I plan to later redo the game itself, adding enemies, waves and bosses (there’s already a new ship, though ).
I usually make a black and white sprite and then use an “multiply” layer to color it. This helps me to make sprites quickly (as I don’t have to bother select exact colors every time, only the tone) but makes the sprite somewhat plain and boring. Now I’m using 8 tones with 4 shades each, what made everything better looking (and clearer).
Take a look at the boss graphics evolution:
A Music Version, I’d better say. Yeah, that’s 8 bit Skyrim theme by chubbiercherub, making a dungeon exploration process a waaay more atmospherical.
There’s a bunch of new features as well, such as new items and locations. Now you also drop your sword when you’re slain, so you respawn completely defenseless! Oh, and beware of that skeleton guarding your loot!..
Play it here!
Hello people! Remember me and my Ludum Dare 27 game? Of course you don’t! But that’s okay, I didn’t expect you to. In fact, go away, I’m writing this post for myself, as an affirmation of sorts. What? You’re still here? Shoo!
Now, on a slightly more serious note, I am, in fact, working on a post-compo version of my latest Ludum Dare entry, Stator Chronicle, as I consider it to be a rather successful experiment indeed. Naturally, it has flaws, and the feedback that you guys have left is invaluable to me, so I will be grateful if you leave even more, as every new comment either gives me more motivation to continue working on the project or helps me improve the future full game (sometimes both, believe it or not).
Like I said, I’m just trying to be assertive here (and my own blog appears to be broken for some php-related reason), so I needed to write this post to make it official: Stator Chronicle is going post-compo. Be excited. Or not. I know I will be!
Waaay back in December 2010, I cobbled together a horrific ten hour entry for LD19 - http://www.ludumdare.com/compo/2010/12/20/germies/
It was garish, had horrific sound, and played a bit like a mule. However, there was an idea in there… a nice little variant on the usual Gems formula popularised by Bejeweled and co.
So, in January 2013, I revisited it for One Game A Month - http://www.arcadebadgers.co.uk/projects/1gam/january
Several months later, and with Arcade Badgers now being incorporated and officially trading, I’ve released Germies! as a more commercial offering; albeit an ad-supported Mobile/Desktop Web version - http://germies.clay.io/
This time, we’ve got a leaderboard and some achievements added to the mix, as well as general clean-ups throughout.
We’ve only just released it as of yesterday, but it has been a chaotic journey to get here, and proof that if anything, Ludum Dare – and by extension One Game A Month – are incredibly useful for iterating over ideas!
Oh and yes, we will be taking part in the next Ludum Dare! Here’s hoping that anything interesting that we produce doesn’t take almost three years to come out again
I have finally finished the post-compo version of my LD26 game, “The Fair King”. Please give it a whirl! (Click on the image to go to the Google Play Store link)
In this version I largely improved the user input (now the game will be smart about throwing away failed lines, for example), and did a bunch of minor polish changes. Feedback is appreciated! I already got some from my first users — I never thought that the “select your stage” menu was non-obvious! Many people thought the game was broken because they didn’t know they had to select a stage to start playing.
If you want to play the desktop version, you can go directly to the game’s page in my blog. Or check the post-compo link in the submission page.
Thanks all, and see you on LD27!
So… about one month and a half after the end of LD26, I have started working on a post-compo version of my game. I finished a first version of my post-compo, but I can’t find the “edit my entry” button.
So, is it possible to edit entry pages after the compo is finished to add information about a post-compo version? Am I missing something really obvious here?
Hey guys, this post is a little late in coming, but I wanted to say thank you to everyone who commented on and rated my game, I was very happy (not to mention surprised) with my overall result of #102, maybe I’ll break the top 100 next time! I was also extremely pleased with my placing of 24 for mood, since I did try quite hard to build up some sort of atmosphere.
Overall a very enjoyable first experience, I can’t wait to give it another bash in August – see you guys then!
Also, The IGP made a video of my game on youtube, check it out
I released a new version of my post compo! Here is a list of what has changed since release:
+ Added Music and Sound
* Changed player image
+ Added Easy, Medium, and INSANE difficulty (hard is what it was during the compo)
Click here for the entry page.
I also posted a video featuring the changes (note that the actual game looks much better) below. Oh and don’t forget to watch my timelapse.
And here is a GIF preview:
So I finally did my post compo. The only thing left is to add the music that I made. But I’m lazy, so I think I’ll leave it.
What has been changed:
Added sounds (which mostly were created during the compo)
Changed version in about menu XD
Well that’s pretty much it. You can find the entry here.
You can also see a speedrun (of the original) here:
Or you can see the timelapse:
I’ve been waiting for it sooooo loooong and it has finally happend! We’ve just released Ghostly Me – post-compo version of my MiniLD #36 game which was originally called Eruption. It’s free as I promised, and you can play it on Newgrounds. I’ll be happy to get your comments, thanks!
Also, cupquake made a lets-play video for the game and she’s really cute, I had a lot of fun watching it.
I’m not exactly fond of doing this, but the complaints were too strong to ignore. I’ve decided to create a new web build to address the issues below. Let me be clear that you should play the original build and rate it first before playing this one. Otherwise, that’s unfair to everyone.
Played it? Good. Here’s the new webplayer:
It contains the following improvements:
- Significantly improved the controls. This was done by combining several methods:
- Re-calculating the center of gravity to where the camera is focused
- Increasing the gravity on the cube you’re controlling as you get bigger.
- Increasing movement assistance as your cube gets bigger.
- Added camera controls via mouse and right-control stick on the Xbox 360 controller (only supports Windows).
- Fixed the Goal’s 3D text shader to not show through objects.
- Changed the tutorial level to be more straight. This makes the arrow direction less deceptive for beginning players. Also added camera control instructions in that level.
- Rocket boosters are adjusted to be more effective.
- Fixed bug where newly lit objects will sometimes not stick to the cube.
- Added a brief 0.1 second delay before the next object sticks to the cube. This makes the poles in “Level 1″ actually collapse first before it sticks to you. Also note that that level has changed to accommodate for this change
- Slightly increased the threshold necessary to pick up objects. Only slightly, though!
- Picking up bouncy spheres (and potato!) no longer makes you bouncy.
Please tell me in the comments below how these improvements fare to the original build. I really want to work this into a full game in the near-future, so the sooner I know how to improve the game, the better!
And once again, thanks for all the help!
I’ve been going around trying to test and rate some of the games. One thing that I like is how this competition heavily encourages you to rate games, so your own game gains visibility. I feel this helps create the great community for this competition.
I’ve personally been checking my entry page every once in a while to reply to every comment and thank them for checking out my competition, and check out their game if they have a submission. I feel like I really want to give back to the community, and really like getting constructive criticism.
I remember there being a lot of complaints on the IRC chat after the theme was announced. I personally really liked the them, because it forces you to cut out unneeded elements from your game until you get straight to the core of the game. That, at least, is my interpretation of the theme. I feel like if you really embrace the theme, you can get a lot out of it, no matter the theme. It really gets you to think outside the box, and outside your comfort zone.
I’ve posted a post-compo version of Hunter to Hunted on Kongregate. This article focuses on said event, making it a post-”post-compo post” post. The new version fixes the bugs you never encountered, includes online high scores that you can only watch from the sidelines while drooling (most likely out of retardation rather than admiration), and adds a help menu to wrap your pathetic minds around those colorful funny things moving on the screen. Radical changes weren’t needed because one can’t improve on perfection.
Not that you’d deserve to pick the fruits of my efforts. Not that I’d expect you to understand the revolutionary nature of the gameplay after you’ve rated my entry #461 in Fun. I’m no mathematician, but it seems to imply you implied there were 460 more fun games in LD25, and that ain’t right.
I also wrote 25 pages of witty remarks, but they’d be wasted on a bunch of illiterate rednecks, so I’ll cut this short.
Now go to hell, and take my game with you. So you can try it out.
I managed to finish my first LD entry and I now present you a post-compo version of it. Play it here. Title screen:
I made improvements based mainly on what people said about the game:
- Added music (from http://www.nosoapradio.us/)
- Added sound effects (with sfxr)
- Added intro/help screen (as seen above)
- Polished the graphics a bit, lowered window size
- Increased player control
- Made it more game-like instead of a simulator
- Let the player control destinies of Igor and Dmitri
Some post-mortem thoughts:
Comments gave mixed feedback about the graphical style of the game. Graphics were made in about 10 minutes, and I doubt more time would have made them any better, considering my interest and skill in art.
Lack of music and sound was perhaps worse than I thought. Next time I’ll try to include those in the compo release. The post-compo sounds are not impressive by any means, but I guess it’s better than nothing.
Intro screen to explain the game and controls is also something I’ll try to get into the actual release next time around.
Player control was a central issue in this game. The player can only vaguely affect the behavior of a large number of independent AI agents to indirectly achieve his goal. Many players reported they didn’t feel like they were in control and I’m not entirely satisfied with the improvements of the post-compo release I made to address that.
The game was an experiment in emergent gameplay created by multiple AI units – a simulator type of game. I think the emergence was limited as the minions do not really interact with each other, only the Hero. That is, the game wasn’t complex enough to be really interesting. I have a feeling I’ll be trying something similar in the future, using what I learned here.
In conclusion, I think my first LD entry was quite successful. I learned a lot and want to make more games in the future. I was also very impressed by entries by other people and look forward to seeing the results of voting!
After much procrastination, I give you… the post-compo version of Airship Infiltration!
More levels, more puzzles, more ways to trick the patrol guards, more… uh… floor tiles…
Comments and feedback are much appreciated
- randomized petter skin color.
- fixed some subtle graphics bugs that would sometimes draw a person’s clothes backwards.
I’ve added some more levels. Along with some more elements to play with. Enjoy
- New “fear” animation for person running away from Bad Puppy if you bark at them enough.
- Fixed bug in highscore detection so that tweet prompt only happens when you really do have the local highscore.
I’m still looking forward to seeing my first high score tweet from a player. It will make me feel really happy when I finally see that