Posts Tagged ‘timelapse’
Yes the name is bad My game: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=14496
Now for my postmortem where i will tell what went right and wrong, good and bad.
- Finished the game in time. (Always a good thing ^^)
- Graphics that are something else than squares and lines and circles (More on this on the bad part )
- I did my best to realize my idea and it went pretty good.
- Had a fun first day making the game.
- I made a timelapse for first time
- The graphics went from okay to quite bad
- My code isn’t the cleanest…
- Lost most motivation second day.
And my timelaspe.
According to my timelaspe i had 4123 images taken with an interval of 10 seconds and with some basic math the result is i have worked on the game on about 12 hours.
Ugh. I could have worked on the performance a bit more. Code leaks somewhere. Not that much of a learning experience really. Still, interesting.
I’m happy I had time to put in an intro screen, as well as ending screens. I’m not happy that the final boss battle was completely missing. I guess I could just have put in a “you win” flag, and display a screen of some sort.
The card system missing – which was one of the big deal ideas – is a really great shame.
The art doesn’t actually bother me that much – I think the scribbly paint art is kind of cute.
Enter at Game Over was supposed to restart, instead it crashes.
Biggest problem above all else is the framerate tanking.
Dropbox link should be :
A timelapse of me doing my game
I do these partially for my own enjoyment, but still, sharing…
Had some recording issues and missing about the first three hours. Still, definitely long enough.
my progress over the last 3 hours. i’ve got sound, but no game yet.
The sails are full and coffee making work.
We are halfway through Saturday and we have lots of cool stuff to show.
The great team moves on. Hopeful that tomorrow you will have the pleasure of playing PHOSPHORUS!
So we started.
drafts by Fernando Perazzoli
It requires python and ffmpeg. It’s not very fully featured yet, but it might be useful to someone.
Check it out on github:
I want to create a timelapse video with screenshots showing what I’m doing during. I’m on OS X and made this script to help me do that: screencapture.rb
You pass a directory as argument, that directory is created and every 5 seconds a screenshot is saved there. The script can be killed and when running it again with the same directory, it will continue saving screenshots, in another “session” folder.
here`s our teams wrap up video from the miniLD 7dRTS. we enjoyed participating on ludum dare and we`ll be seeing you guys again!
This Ludum Dare was a great one, and I have to thank everyone who participated and rated my entry!
This time around I made a First Person Shooter called Complexity.
Here’s the post-mortem for a summary of how I spent my time!
Alright, so apparently my game was… funny. Well the end boss was pretty funny… and it has…
I mean seriously… I didn’t even bother to draw a parachute on the character… so you kinda just… land.
Anyways next best was audio. I did work hard on the music and sound effects, but I don’t really think they were as unique as some of my other sounds. Now “fun” was the thing I was trying to achieve most on this one, just like most of my LD’s. I really tried to make movement and animations as smooth as possible and rewards for hitting the enemies. I realize the game is a little difficult at points… mainly because of spawning issues… but the quick respawns and the fact that advancing in the level is pretty easy make the game easy to enjoy. Skipping overall and going straight to graphics, I think this was another problem I had in my other games. I always use basic shapes for my enemies and levels (which probably won’t change due to the amount of time given) but this time I wanted the enemies to look a little more… animated… than previously. I really tried, but failed to make the game look as good my LD23 entry, Invasion Of The Trivials. I know why I failed to accomplish this: I didn’t have enough time due to places I had to be during the weekend. Regrets aside, I can safely say the results are pretty accurate, except for maybe humor…
Thanks again for everything, you guys rock!
Happy gaming, Ludum Dare! <3
Adhesion from team RADMARS here, with extensive battle reports for this fateful compo from all of our trusty team members. We all have grizzled war stories from the development of our entry Tessitron, a 3D, minimal music game – play here! http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=18627 – but first I will entice you with a screen timelapse and the entire (single-track) soundtrack from our entry:
And up first we have tokken’s postmortem:
It’s pretty incredible to be a part of a group that meshes so well and yet our ways of thinking contrast yet compliment one another. Although we’re all able to come up with off the wall bizarre ideas, it’s the way we think that’s pretty special. Spacemars is really good with generating nuggets of ideas; I tend to build off and branch from those. Adhesion has great depth as well as the analytical aspects that help ground ideas. Eugene is usually quiet but when he puts something out there it’s generally to lay down something important. Brendon has a great way of conceptualizing play and teasing out interesting mechanics from our vague notions.
This time around, although we weren’t entirely certain how we were going to apply the theme of minimalism, we had some basic constructs we wanted to adhere too. With three games under the Radmars belt we looked at our history and pondered where we were going and where we wanted to go. Two of the Three games had been 2D pixelated sidescrollers, with the third being a 2D pixelated top down adventure game. Although a theme was never intended, one was starting to appear; partially due to ease and speed of development. Between Spacemars and I, we had some fairly substantial 3D chops if we ever wanted to go in that direction.
Previously, Spacemars and I would generally do the brunt of the graphics work which placed much of the development onto Adhesion and Eugene. The secret sauce for Radmars has always been the great music Adhesion produced (also the dark humor imbued in each game). When he’s loaded down with code, music was pushed off to near last minute or at a lessened capacity.
This time around there was a definite consensus amongst the group to embark on a different journey from the previous games. We wanted to utilize our broad skill set without losing any piece that was vital to our current dynamic. We looked at each other and evaluated how to potentially build something that played off our individual strengths while compensating for each’s weaknesses.
Spacemars is a Jack of Most Trades Master of More Than Should Be Possible. He’s foremost a great developer, with serious pixel skills, 3D abilities to rival my own, and an eye for design. He’s also one of the most dedicated on the team and probably dumps the most time into the projects. His major weakness is time; he can’t do it all. Luckily with a team like ours he’s super malleable and is able to pick up any aspect that needs assistance. Certainly the cornerstone of Radmars.
Adhesion is Spacemars’ right hand man. His greatest asset is his mind and depth of thought; he certainly has a head on him that allows for quick concepting and speedy explanations; his dry sense of humor meshes perfectly with the team. Oh, and he’s a bad ass music man.
Brendon certainly has an eye for design and a great ear for music. Maybe his most important asset is the thoughtfulness he brings to our game designing. He has a very analytical thought process that allows him, and by extension us, to break down games and gameplay into more compelling pieces. His ability to find and create mechanics is something that always boggles my mind.
Eugene is a quiet thunder that weighs in on ideas and directions while being a heavy lifter on development. Unfortunately he is also somewhat mysterious, like a ghost that haunts your brains and whispers genius into your ear.
Myself, I have a robust working knowledge of Cinema 4D, texture and matte painting, and am a UI / web designer. My skills in development are limited to some as3 and Unityscript. My biggest flaw was my parsed time allotment.
At this point you may be wondering what all this BS has to do with the actual game, but I assure you this was not just some ego horse shit. Knowing each person and what they bring to the table helped us shape Tessitron…
As promised, a timelapse and graphical analysis of my LD48 project, minigames octacade. Let me first explain something about the workflow used here. I batched several activities in order to save time. Before even knowing what games I was going to develop, I created 70 random sprites, and 15 tiles and backgrounds. After that I developed the games one by one. For each game I selected graphics using a “graphical selector” that shows different combinations of sprites, tiles, and backgrounds. After the games were finished, I created all sounds for all games, as well as explosions and particle effects, in a single session.
The batch activities are called “general activities” in the graphs below. Other general activities are programming that is not related to a specific game, deployment (uploading, creating LD entry, creating screenshots), and “other” (not classified).
Some graphics were created during game development as needed, these are classified under the particular game that the graphics were created for. This accounts for about 1-2 hours of development total.
Some conclusions: I created too few tiles at the start, given how little time it takes to do it batch-wise. More colour schemes to choose from would have been useful. The backgrounds are the most time-consuming, not shown under “backgrounds” are about 30 minutes of creating backgrounds during game-specific development. A more automated process for making them tileable etc. would have been useful. Sound also took more time than I expected. I spent a lot of time unsuccessfully mutating sounds in sfxr. Actually adding the sounds in the code took hardly more than 2 minutes per game. Surprising is that deployment actually took significant time, so this could be further optimised too.
About equal amounts of time were spent on each specific game. An interesting fact is that the game I spent the least time on (Axis Invaders) was actually the most popular with the reviewers, and the game I spent the most time on (Digger) is my own least favorite. Story of my life… this is what inspired me to do this project in the first place. In the wild, some of my simplest and even roughest games seem to be appreciated the most. Once I find out which games people like most, I can concentrate on further polishing these games.
And here is the timelapse which the analysis was performed on:
And, before I forget, you can play the games here:
This was my 4th Ludum Dare, and for it I made a game called Complexity, a first person shooter/platformer in Unity3d! Timelapse:
From the start I knew it would be some sort of first person game. In LD24 I had made a puzzle game, which surprised me. After LD24 I tried working on some more action-based mechanics: I had begun work on a 3rd person shooter adventure game and spaceship simulation game.
So with my newfound curiosity of the action genre I wanted to make a game that would prove my profound knowledge of fun mechanics. Like most of my games, it started looking like this:
After the basic movement was achieved I started thinking of a plot. From the beginning I knew there had to be a bad guy, because without a bad guy there would be no purpose to shooting things up! And with the theme Minimalism, I decided early on that you were trying to stop some sort of bad guy from making things too simple. From there I came up with a weapon to counter his efforts — the complexity gun.
Alright, so now I had a weapon. After working on putting some basic shapes together I started a simple AI script. From this I had my enemy. If there was one thing I learned from LD23 it was that the more the character interacts with the level the better — basically keeping the immersion. So I came up with a second purpose for the complexity gun – what if it could shoot objects and make them more complex too? Then I tied this into a gameplay perspective — doors that could only be opened by making them more complex. With these new mechanics I pieced together a level.
Audio and music are pretty self-explanatory, if you want to see exactly how I spent my time on them check the timelapse above!
After working on more important game mechanics such as health and enemy lasers, it was time to work on the final boss! Obviously you all know what it had to be:
Sorry to whoever worked long and hard on that animation
Anyways to add story to the game I quickly came up with a splash screen and tutorial section and after that it was done!
What went right:
- Boss Battle
What went wrong:
- User Interface
- Incomplete side-objectives
- Goal of game
Why don’t you PLAY THE GAME?
Happy Gaming, Ludum Dare! <3
Finally got around to compiling the timelapse for my compo entry Pyramid. Time spent watching the Dreamhack Open Starcraft action not included >_>
Here’s the walkthrough (spoilers):
Engine: Unity free
Graphics: Photoshop, Flash, SAI
Sound: FL Studio + Massive VST + Goldbaby drums
The main goal was to field-test my animation system – animation editor and animation playback libraries for Unity.
The animation editor looks like this:
A lot like Flash with layers and nested animation clips, but with float frame values, “bones”/layer hierarchy, double keyframes for sprite changing.
And here’s the usage in Unity:
Fun thing is that you don’t have to manually import textures/sprites for animation, you just drop them into folder named “Sprites” and the system automatically picks them in editor, makes a library in Unity and stores textures into atlases (for now i’m using TK2d for atlas generation, but later i might remove this dependency).
In runtime there are 2 ways of playback – “rigid” – switches frame immediately, and “interpolated” – with possibility to crossinterpolate multiple animations, and overlay multiple animations. Rigid is faster and more useful for simple things like bullets, ui elements etc. Interpolated mode allows to smoothly switch between animations for characters. With overlayed animations in interpolated mode i could make the character shoot in 4 directions while standing, running or jumping, also landing squish was an overlayed animation too, so you could see the character counteracting the landing impact while continuing to run and shoot. And another fun thing is, it can be called with 1 line of code, like:
if(just_landed) anim_inst.OverlayAnimationReuseLayer("land", "stand", ...);
You can use different shaders and materials in one animation, it will create different meshes during playback, and if you use one material it will use the automatic batching.
Anyway if enough people are interested in this system, i’ll release it later.
I also used my polygon editor with some adjustments:
//that’s how you not use it, since physics only works good with convex polygons
In the last day i was kinda tired and sad, so i decided to screw around with FL Studio for some time, and made a simple electro-screechy thing using 4 Massive channels and funk-drums. I think it gave me motivation to finish at least something playable. It’s the first time i’m doing game music.
- I’ve spent most of the time fixing bugs in animation system, finding a way to correctly sort sprites by depth, learning how to use materials and shaders. In other words i ignored most advices about using only reliable tools that you are familiar with (again).
- I like to do detailed sprites and was anticipating to draw something with shading and stuff.
- The game is too short, with very few game objects and only one level (too little time was spent on actual gameplay, most of it went into technical stuff and debugging).
- There are severe memory leaks (materials and meshes) that i haven’t noticed (due to my poor knowledge of Unity) and that may crash your browser.
- It was too stressful.
- I did fix a lot of bugs in animation system, and made it work.
- I learned how to shader.
- Now i know how not to update procedural meshes and materials.
- I’m still new to Unity, and i’ve learned a lot from this jam.
- I did music.
- I managed to finish something playable, YAY!
!MINIMAL DISCO WARNING! PROCEED WITH CAUTION!
While Zeik is fiddling with his own timelapse for the code he made for our game “Stargazers”, I was able to throw together mine fairly quickly and have it ready to go! (He’s much more of a perfectionist when it comes to his video. )
Check out our game here:
“Stargazers” required a lot less intensive art than usual, I think. The constellations were pretty easy to throw together since there were only 10 of them in varying detail, plus even the most detailed ones were extremely geometric and just required small amounts of shape wrangling.
Shamefully, typography took a large chunk of this video. u.u Moreso than I’d like to honestly reveal, since I probably edited that down to a much more inaccurate representation of how much time I spent.
Maybe next time I’ll sacrifice overly customized typography for more detailed worlds. Hope you all enjoy my timelapse~ <3
Also, we apologize for being much slower at rating games than usual this time around! Cake and Zeik are drowning in a sea of school projects and end of semester/quarter assignments. We’re hoping to make a “Best Of” post after going on a rating spree though! (Which should hopefully be after this weekend!)
Managed to get my time-lapse uploaded. I think I might have cranked up the speed a bit too much haha. May cause eye strain.. Also cheesy funk music