Posts Tagged ‘tiny’
I’ve had a few people suggest that my little 20 pixel wide LD26 entry, Tiny Runner, could fit on a watch. Whether this was meant in jest or not, it got me thinking about what kind of tiny target platforms are out there.
One of my original reviews actually suggested that I port this game to the Pebble wristwatch… though I think that’s not realistic since Pebble is an e-ink based display and won’t have the refresh rate needed for Tiny Runner to be playable. It would be cool to get this game on some kind of tiny display though. Anyone know of any other devices with a tiny display that might be well-suited for a game like this?
Just mere moments ago I clicked submit on Ubuntu Software Center with my October challenge game. Motivated by the challenge I finally got around finishing a game I’ve been working on since Ludum Dare #21 (its actually post compo version of the game).
The game has been pretty much ready for a quite long time, but needed new levels and polish which I constantly put off by bad excuses :).
For now the game is Linux only, but the code is written in crossplatform way and I’ve compiled few test versions in Windows using MinGW.
Fingers crossed the game actually gets accepted to the store.
About the game:
-Sliding block puzzle game with twist
-Includes fully featured level editor and online hi-scores
(for some reason YouTube really killed the quality of the video)
I’ve fixed numorous bugs regarding sound and images.
I hope you try this and rate it.
Many people have played it and said it is a decent game and should be known.
SPREAD THE WORD!
-TM13 (creator of Planet Protectors)
Hello everyone! This is the post-mortem for our game “Tiny Journey”, made for the Jam.
Check it here!
But first the presentations:
Evil Sandwich Studios is a small games studio based in Portugal, composed by a a group of friends, mostly students, and we are working on out first game: Crystallia. The opportunity for participating in LD #23 arrived, so we grabbed our sleeping bags, cookies and laptops and moved to Diogo’s house, one of our programmers.
Our team was composed by 7 elements (4 programmers, 2 artists and 1 play-tester), and as you can imagine it was a full house. The greatest challenge wasn’t creating a awesome game in 72 hours. No, it was much harder to manage the opening/closing of the doors, since Diogo’s cat is completly mad (maybe thats why he calls it “Dog”). And some of us can tell, it’s *really* bad when you try to sleep with a possessed cat in the house…
Anyway, moving to the important stuff.
We gathered togeter at the table the clock was marking 23h, discussing the theme votation and deciding/discussing our tools. We decided to have a go with ActionScript and FlashPunk, for its easiness of getting something moving on the screen, and we also wanted to make our game web based to maximize the audience. Only one of our programmers had some prior experience with AS and FlashPunk, so it was a learning ride for three of us. At the end we can say it was a good choice, since we learned the basics quickly and got the game going on a steady pace. Of course our previous experiences with other object-oriented languages and frameworks also helped a lot.
At this point our artists, António and Sara, already had their drawing tablets ready, and of course, Photoshop and Illustrator. In no time our concept art started to take form.
Highly professional statistics of our choices in the final round of votes, credits to Zé:
2AM of saturday, the theme is “Tiny World”. Ideas start flying around, the whiteboard is not white anymore and everybody have great ideias. We thought of:
- making an ants game
- making a summary of some known video game (Super Mario Summary, anyone?)
- a game that involves jumping from planet to planet
- a game involving a gremlin living in a girl’s purse (this one is not dead yet!)
Some hours later (around 4AM) we finally decided to make a story-based game. So we started to create the main lines of the story, and the first concept-art appeared at the artists screens.
We spent some more time configuring IDEs, compilation scripts and a SVN repository before going to sleep, so that when we wake up can start working on the game with some fresh minds. Making it compile in diferent OSes (Linux, Mac and Windows) was not trivial.
We woke up at 14, the programmers started jamming the keys and soon enough we had a basic text box with animated scrolling text.
Not much after that, we had a room with a moving sprite colliding with the walls. Inês, one of the programmers was focused on making the menu system from the start, and the basics of our parser were already made at this point, by Diogo.
Looking at the board we already had a storyboard with the progression of the game, and our artists spent all the time creating rooms, objects and, of course, the main character.
And it was really late, so we went to sleep.
Sunday was a looong day. We implemented all the rooms the artists created, improved our mega parser for the text based input (including a dictionary of verbs in the biggest switch statement we’ve ever seen).
Later, the shooter gave lots of work to make it right and fun, mostly to Zé, since Bruno was already creating some melancholic music to fit with the theme.
All of us spent lots of the time fighting with collision bugs and messing arround with the player/objects interaction. Also, the design of the puzzles gave us some extra work.
Needless to say, we didn’t sleep from Sunday to Monday.
The last day! Everyone is in zombie mode, working on the last touches. And bugs. Lots of bugs. The inventory system does some funny stuff to items, the collisions sometimes block the player, sometimes doesn’t allow the interactions with objects. The transitions between rooms is not smooth… And the list goes on.
The artists are also very busy, creating a ton of objects for the game (and the inventory version of each one) and giving the final touches to the rooms and cutscenes.
By the submission time we have the game with (almost) no problems. But the bug killing left us with no time to rethink the puzzles and balance the difficulty of the game.
That’s why we made a polished, post-competition version of “Tiny Journey”. The flow of the game was improved, and we also killed the most persistent bugs.
It was a nice weekend, and we hope the game is fun and entertaining to everyone out there!
Thanks to the community for the awesome games, keep them coming.
I’m Eldaryze, the programmer and sound designer of the getRandomName() Jam Team.
Here is my 72h Timelapse of the game making.
Check our entry here !
Almost 48 hours after the beginning of the Ludum Dare, we have found a name for our game :
Super Tiny Adventure
Here is a screenshot of our Game :
We still have a lot of things to do :
- Create a definitive level.
- Write the dialogs of the last quests.
- We need to implement the interactions with the world.
- Remake some Graphics.
- Implement the dialogs and the variables related to the quests.
But we have a lot of thing done :
- Found a name.
- Coded the dialogs.
- Wrote the most part of the dialogs
- Drawn the sprites of the NPCs
- Voted in the french elections.
Look out, here you have the third and final prototype of the game,
you can see in the video, it contains procedural sounds and the selected char can “collect” other characters in the same “road” line that ends up in the house of the planet.
Here, i start drawing the current level of the house, so you can know it
In the next video I’ll show you the full version of the game
For the second time, we are in ! And we henceforth have a name for our Jam Team : getRandomName() ! NB : Our previous participation.
Here is the setup :
- Eldaryze as programmer and sound designer
- Enimal as game designer and level designer
- Oxydam as game designer and level designer
This is the actual state of development, after almost one day of work.
As you can see :
- We are using Flash – with the famous flixel framework.
- It’s a one screen game without scrolling. All will be in the 800×512 window.
- It’s a 3/4 view rpg – even if the perspective isn’t always regular. The small 3×2 black rectangle is the player.
- Some graphics need to be remade.
- We have to implement the NPCs and the interactions with the world.
- We should enhance the game with chiptune music.
- Find a name !
That’s all for today. Good luck everyone !
Since last post… I first worked on creating a player character, including movement and collisions etc. It’s a tiny ninja, because everyone loves tiny stuff and ninjas.
Then I worked a little on weapons.
Then I helped people move four almost four hours. This helped the LD progress a lot.
Then I worked a little more on weapons. And added making holes to the dirt.
Here’s a screenshot showing the tiny ninja charging his first weapon, the digger only weapon.