Posts Tagged ‘postcompo’
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:
Thanks to all the great constructive feedback I’ve received from you, I decided to make a postcompo version of my game.
It mostly adresses the default controls and tries to fix some of the collision bugs.
If you’ve already played and rated the original entry, give it a go at:
Ok… the final stretch towards the end of the rating period. Still many games I’d like to see but didn’t get round to. And time for a last announcement for my own project. I do hope to get one or two more comments. Yesterday I uploaded the latest postcompo version, which fixes a number of flaws. The idea of this postcompo is not to seriously change the games, but only to quickfix the problems that emerged as the most important. I spent maybe 3 hours on it, staying in the spirit of spending minimum time with maximum yield. I think Leaping Larry plays really well now, and Digger has also become more fun to play. You can find the link on the LD page. It includes a list of changes.
I made a gameplay video for the video compilation project, but that amounts to only 1 second of gameplay per game! So I also made a longer video with 10 seconds per game.
During the compo, I ran into a bug that made two pushable box (which should collide and stop) run over each other. I’ve been trying to fix that, but now nothing makes sense anymore… The gif bellow can better show it (and also show a new stage! ).
As you can see, the first time it collides perfectly… but the second time (which should be the exact same situation), they overlap each other… One thing that I was able to notice (after dumping some frame-by-frame information to a .txt file… >_<) is that there may be a relation with their order in the object list (FlxGroup, if you’ve ever used Flixel).
Ok, this gave me a (stupid) idea. I’ll check which is the left most one and pass that as the second object to the collision method (FlxObject.separate). I’ll post soon with results. Obviously, it didn’t work. ¬¬
Click on the image to get it!
MidBoss post compo version
So, MidBoss did fairly well in the ratings. I won’t bore you with the full overview, but it came in #81 in fun, and #91 overall. Pretty good! I kind of wish I hadn’t taken Sunday off, maybe it would’ve done better as a compo entry than a jam entry. It’s not like I actually spent the available 72 hours on it, but oh well.
Since the competition I’ve been working on the game, to polish it up and make it more playable. The post compo version is now ready and you can get it here. Keep in mind that I intend to change core gameplay mechanics to make the game easier to balance and maintain in the future! New features include:
- Dynamic line of sight and lighting
- Save/resume feature (save scumming is available)
- Dynamic music system
- Options menu (also for key rebinding!)
- Various bugfixes
And that’s not the end of MidBoss, I want to keep developing it further, so if you have any comments or feedback, or want to keep updated on progress, please follow @Enichan!
As promised, I’ve finally finished the Post Competition version of my LD23 entry, Spitoon. It seems I can no longer edit my entry page to include a direct link to the this version, so consider this the official link, I suppose.
To cut to the chase, it’s been an amazing past month since the end of the competition. I don’t typically like to wax personal in a public forum, but I feel compelled to mention that my first son was born nearly two weeks ago, a bit past the due date. He’s amazing, and everything I have done in my life for the past several years has been for my lovely wife and our beautiful family. I have never made much money by American standards, but thanks to them, I have always felt both rich and blessed.
I promise not to drag this out, so suffice it to say that my supportive family has helped rekindle my passion for programming as well as life in general, and I can’t wait to see what the rest of this year has in store.
P.S. If anyone knows of a way in which I can add the link to the post-compo version to my main entry page, please let me know.
You can now listen to the songs you heard in the demo on soundcloud!
I’ll be uploading more later (not that this does not include all songs in the demo) However, some songs you hear now will be in the next version of the demo! (Yay for spoilers!)
Get The Demo Here: http://www.ludumdare.com/compo/2012/05/17/isolated-assault-2/
Isolated Assault 2 is a new indie Adventure/FPS game that originated in a video game competition called Ludum Dare. Every so often, a demo will be released so you can keep up with the latest version. Check back on LudumDare.com to see the latest news!
Spitoon was my first ever Ludum Dare submission. As I mentioned in my previous post, I had watched Notch’s live feed of his entry for LD 22 and was inspired to participate in the next one. Here is how I think it went.
What went right
- I managed to make a mostly-playable game with (AFAIK) a somewhat unique mechanic.
- My graphics, though simple, got the job done. I was pleased with how they turned out, mostly.
- I learned that I can perform under a very tight deadline and for very long periods of time.
- I made my first Timelapse as well as my first ever upload to YouTube!
- I had a lot of fun!
What went wrong
This is always the more interesting part, I imagine:
- Many bugs made it into the posted version. Among them are the spitballs appearing at full size for a split-second before being resized (this one bothers me a lot, as it messes with the visual style and happens repeatedly), and spitballs sometimes stopping dead in their tracks when they aren’t supposed to.
- The game uses up way more memory than it should, particularly by the later levels. This was a problem I had spent a good portion of time trying to fix, but, alas, I just don’t know enough yet about proper and efficient garbage collection. This is where my relative lack of experience with ActionScript, Flixel, and programming in general really shows through. It is something I’m slowly working on, however.
- No sound! I had even practiced a bit with generating sounds with SFXR before the competition, but in the end, I spent too much time fixing bugs and designing levels (both of which took up more time than I had originally planned on) to get to this stage of development at all. A game like this really deserves some nice spitting sound effects to round it out, but I had to prioritize, and sound I deemed was less important than the other stuff.
- Too short! I realize that the bar isn’t necessarily very high as far as length of gameplay with this sort of competition, but I really wanted to shoot for a minimum of 10 well-thought-out levels at minimum (20 if I could help it). That said, I had to settle for 7 levels, with 2 of them being pretty bare in terms of “puzzleyness.” I also wanted to have an actual menu and a way to restart the current level, but I just didn’t get to implementing it.
- I misspelled the name of my game! :O I don’t know whether to chalk this up to being tired or what, but yes, it’s spelled ‘Spittoon,’ not ‘Spitoon.’ I didn’t name my game til right toward the end, and although I’m usually a pretty decent speller most of the time, this time I got it wrong. A 5-second Google check could have shown me I had it wrong, but it just didn’t occur to me until the next day to do so. At this point, I can either fix the spelling for the post-compo version, or leave it as is and just call it my own. Does anyone have any preference on this? Should I leave it “Spitoon” or should I fix it and call it “Spittoon” from now on?
For the Future
Shortfalls aside, I really did have a blast participating, and I absolutely plan on being in future competitions for Ludum Dare. Feedback has been wonderful and it’s so encouraging to hear people’s thoughts about the game. I’m also planning on releasing a “post-competition” version of the game with all the bug fixes, sound effects, and additional levels I wanted to include in the original version. Hopefully, work schedule and family life permitting, I’ll be able to put that out sometime in the next 2 or 3 weeks. Thank you for reading and thanks to everyone for making this a great experience! I’ve already played quite a few of the other entries, and I’m terribly impressed; I can’t wait to play even more!
EDIT: The post-compo version was released about a week ago, and here’s the download link:
For a little pre-warmup warmup, I decided to work on my LD #22 game a little.
- A new, devious enemy!
- Scrolling background!
- Improved instruction screen!
- Fixed muting!
- Enemies start appearing faster and things don’t get quite so crazy after awhile (balancing)!
- Other fixes/improvements!
I would appreciate any bug sightings and feedback.
You can play it here: http://dl.dropbox.com/u/27464471/EpiCat/EpiCat-1.2.0.swf
Hey folks! Pyoing is live on the app store. I didn’t do much to it past the compo version, but my friend / co-worker Yann at Lucky Frame made the sounds for it. He also spent all day yesterday throwing together this amazing promo video and website.
I guess I can do a bit of a post mortem? Eh?
So about 12 noon, uk time I decided to throw my hat into the ring on this LDmini. I was otherwise just watching tv that weekend, and wanted to muck about with my game engine a bit more. I spent about two hours working towards getting something like Rampart in place, where you could place bases, and then you would be able to chuck cannonballs from your base. That seemed to fulfill the war theme, and was something I had been interested in making since the last LD.
At around 4, I went out to have a BBQ and did that until around 5:30pm. It was nice to get away from the compo for a bit and kick a ball around, and eat a ton, etc, etc. While I was there I talked to Yann (the man in the gif above) about the game, and he suggested a few things. First that I should just make crossfire, forget all of the ramparts stuff. Second he asked if I was using box2d, and I said “no, I think I can figure out the physics just fine thanks”. When I got home I spent about 5 minutes banging my head against the idea of doing the physics myself, and then about 20 minutes setting up box2d. I think I went to sleep that night with all of the basics in, except for the win / lose states. You could chuck around the balls, etc.
The next day, I got started on it and first put in the win / lose states. Then I did the full game loop with the beginning and ending screens. It was nice to have a tweener library around to get cool animations for everything without much work at all. I play tested it a bunch with my partner, and decided to add the limited shots mechanic. That made the game a whole bunch more even, and about strategy. After that, I still had some time, so I did the retina display version of the game. I had the graphics pretty well integrated with the box2d stuff, so I had to retune everything for the larger masses that were flying around. This resulted in the retina and non retina versions of the game playing slightly different. Hopefully this is not a huge problem. The last thing I did was integrate the audio engine, and throw in a few sfx. They were not super great, but good enough. I think I finished everything up by around 11pm. I want to say that the whole process took about 11 hours of computer time to get finished.
The next morning, Yann did all the sfx over again, and it made everything better, and we submitted to the app store. Done
The final thing was all the promo video, which is basically a scene for scene rip of the crossfire video. That took about a day to do, and we had to learn apple motion. Our greenscreen was a pink blanket purchased from a charity shop around the corner:
Anywho, thats about it! Here are a few promo codes, if you could please post the one you use in the comments, that would be great! If you don’t get one, let me know and I can post some more:
A4PE3LMF7AL6 EYJJWAFXKRNL NFMN6LNJKKMY
I am pleased to present the final version of AVOIDAL. It has gone through heavy changes since my last post-compo post.
I’ve been working very hard on it since Ludum Dare concluded and have put about 30 more hours of work into it (or about 50 or so total on this game so far.) I wanted to be able to get this finished in time to submit to August’s Experimental Gameplay Project since I was aware of their theme of “Zero Buttons” while I worked on this and I was able to do it!
Big thanks to Sparky who has given me a TON of invaluable feedback and ideas while tweaking this final version.
The menu should read v1.0.7 or greater in the top-left or your cache is old.
RECENT VERSION HISTORY
v1.0.7 – Posted 8/30/2010
- Made HUD a little less cluttered
v1.0.6 – Posted 8/30/2010
- Combo introduced and capped to x5 multiplier
- Mines now can start moving around at higher levels
- New “Mine Streak” bonus awards at 10,25,50,75,100,150,200
- New menu layout
- Tracks local highscore, highest streak and difficulty for local replayabilty and challenge
- More sounds added for new notices and awards
v1.0.5 – Posted 8/30/10
- New visual effect and sound effect for when a spike hits a mine (to differentiate and add variety from when a seeker hits a mine)
- Smoother angled robot effect when mouse moves left and right
- Smoke toned down to be less distracting
- Mine lifespan increased at beginning to 6 seconds instead of 4
- Added a 10 frame damage image to the robot torso to also help show player health
- Adjusted game to run at 60FPS instead of 30FPS
- Smoke now appears behind player sprite
- Fixed score bug
v1.0.4 – Updated 8/29/10
- More changes to difficulty curve based on feedback
- Added Animation on How To Play screen to easily explain game mechanics instead of having as much text to read
I’ve made a bunch of improvements to AVOIDAL since the compo and I’d love your feedback!
- Added 1 second of invulnerability if you take damage (this helps a ton!)
- Rebalanced the difficulty curve to make it progress a tad slower
- Mines spawn a tad further in from the edges to help player not get stuck on walls as much
- Reworked How To Play screen to be simpler and clearer
- Changed ‘Energy’ to ‘Health’ in UI
- Fixed some sound volume and playing issues
- Added a nice visual effect of little random twinkling stars in the background
I’m gonna keep listening for feedback and working on this game but I think it is pretty close to me calling it done at this point. Thanks for the great feedback I’ve gotten already to everyone who left me comments on my rating page.
First of all, thanks so much to everyone who left feedback to me in the ratings area. I have taken a bunch of the suggestions that people made and have worked more on improving CoMuTor in the past 2 weeks. Here is the latest work in progress of a post compo version of CoMuTor. The readme file contains all the changes that I made so far based on my own and others feedback. I welcome further feedback in the comments on this post for anyone that liked CoMuTor enough to try and play it again. I’m just having fun working on aspects of polishing and modifying this silly little game. I look forward to more Ludum Dares!!
Changes from compo version:
- added visual score feedback and level indicators
- added 3 minute time limit
- made it harder to eat people
- points scale with faster/smaller vehicles
- rebalanced point system
- rebalanced timing / car release system
- vehicles have different speeds now
- added people to vehicle sprites
- broke out car and suv sprite body for better coloring system
- crushing gas trucks no longer counts towards crush count
- vehicles running into you no longer spawn people
- adjusted menu instructions to reflect new changes
If you’ve already experienced Towlr, you don’t need this. But if you plan to sacrifice any friends to Towlr, I’ve made some useful fixes and changes.
First off, I’ve removed the ESC and F10 keys, since they’ll just make the player sad (or relieved). Next, I changed the background color to gradually become more red over time, to add to the “driving you crazy” factor. Finally, I named the executable correctly, so in the future people can stop asking me if it’s towel-r or t-owl-r.