Posts Tagged ‘tools’
I…guess I’m in. I’m not sure if I’ll have any time, but I’ve been wanting to do this since the day I heard it. First dare, first jam, first game. Yay milestones
… i hope. Oh well. Already have an idea slowly piecing itself together, hope I can pull it off. I have nothing better to do with it I suppose…
- code+ide: processing. booyeah!
- gfx: primitives like rect(), line(), and box(). gimp for emergencies.
- musics: assuming minim will work i’ll try b/sfxr for sfx and maybe CAUSTIC 2 for music. yay android apps!
- timelapse: maybe, just maybe a glapse. say please.
- os: #! linux. or without all the funny characters it’s crunchbang linux. lightweight & perfect for my
- computer: who knows how old? i get 100% cpu from a 500×500 window (but a nice frame rate )
- food: sandwiches, preferably peanut butter + cinnamon
- cats: two + laser pointer. are extremley cute & may be distraction.
- pickle: bermuda
what am i listing again? oh, compo stuff.
right. This is all very iffy now. I don’t even know if I’ll have a free weekend and I’ll probably forget the dare anyway. but IF I can remember it’s gonna be grrrrreat!
As you might recall, I published a prototype random animated game sprite generator more than 6 months ago. Well, I finally gotten round to finishing it, in time for LD26 in which I am planning to participate. I hope there is as much interest as there was at that time, and that some of you will use it for LD26!
It now includes shading, random palettes, more animations, and the crucial save file function. There is also an Android version for your anytime-anywhere pixel art creation needs. The evolve feature was killed because it didn’t fit in the processing pipeline anymore. I’ll likely post an update before the start of LD26, and I’ll publish source when I clean it up. In particular I want to redo the evolve feature because it will save me time for the LD I also created two example games using sprites directly taken from the sprite generator. In fact, almost everything in these games is procedurally generated.
If you find problems, you can help me out by reporting them!
These are available on Google Play too. See also the screenshots below. I’ll also tell you some things I’ve tried and which failed. The sprites are 10×10 with 1 pixel space around them for the outline and animation. I also tried smaller, which was less interesting, and larger, which was too random. I also tried enlarging to double size using HQX2, but I wasn’t happy with the result.
I think this project needs some love!
There’s a working demo you can download too: Spine Demo.
Random music composition tools. Better music means more polished games. Random generators are fantastic for inspiration, even to hardcore composers. Compiled with the help of Zeik and ChainedLupine in the LD chatroom.
These are all free except Easy Music Composer, and ACS which is shareware and in my opinion is amazingly useful even without a pro license. For me at least, ACS has an almost 1:1 ratio of success; it prompts immediate inspiration. I’ve personally found Wolframtones to produce quite meaningful ideas as well
Kindly suggested by AdventureIslands in the comments below. This is quite mind-blowing in fact.
Wolframtones <- algorithmic, very interesting pattern. Has preset genres like jazz, world, rock, etc.
http://www.soundhelix.com/ <- Sound Helix cool pattern-based compositions
( http://www.soundhelix.com/audio-examples )
Circuli http://www.earslap.com/projectslab/circuli <- ambient generator
Easy Music Composer http://www5f.biglobe.ne.jp/~mcs/emc.html
http://hp.vector.co.jp/authors/VA014815/music/English/autocomp.html< very very useful musical ideas. This is a must
Greasemonkey’s Autotracker-Bu <- Run “python autotracker.py”, you will get an .it file, then use your favorite tracker ( like http://schismtracker.org/wiki/Schism%20Tracker ) to export it to .wav or .mp3. ( link and description provided by jarnik )
http://www.bemmu.com/music/index.html <- music driven by a simple math formula. interesting convoluted results
http://www.earslap.com/projectslab/otomata <- freeware online version, paid iOS app
Please signal boost this post and if possible get it on the official site. What is a community without communal spirit!
Also be sure to suggest more of these
OK, of course LD had to start in the middle of the bloody night so after sleep, shower and food I’m ready to go!
The theme is broad and I’m already predicting a couple of game genres that will be created and I’m also going for a simple tech (2D side) game in HTML+Canvas with a sub-theme: Corruption.
Livestream is up at http://www.twitch.tv/zenmumbler
On irc as zenmumbler
I will do my best to incorporate goats as I can.
- app skeleton
- platform basics
- first playable
- awful graphics
- Gear: iMac 27” 8x3GHz i7 / 16GB
- Editor: Sublime Text
- Gfx: Pixen + Pixelmator
- Sound: inudge.net + cfxr
- Level data: Tiled (likely)
As we get close, I feel it is a good idea to post an update to my maze library. I’ve built a tool which will help people create mazes.
There’s only one path from start to end and it runs quickly. The points are 1 based (instead of 0 based) with 1,1 being the upper right hand corner. There is an outside border, so the actual size of the arrays generated are 2 spaces bigger than your specified size.
See this post for the library:
Here is the application, requires .Net 2.0:
Firstly, a special surprise.
I made a random LD theme generator that provides you with one of the suggestions from past events. I really like the style of LD’s themes, so being able to get one at any time would be nice for inspiration or for practicing LD between events.
Go go gamedev!
I’ll be missing the first twelveish hours of the compo because I have a party, but I’m in for the rest of it. I may not finish my game this time, as studying for finals has pushed out everything I knew about gamedev and I will have to rejigger my memory as I go. Nothing that a sufficiently narrow scope can’t take care of, I think. We must stay positive!
Obligatory battlestation picture
Engine and libraries
Engine: Unity3D, base project here. Similar to last time, but I’ve removed some of the scripts I had previously. Libraries include iTween and RagePixel, but I don’t know if I’ll be using them (nor do I know how to use them).
Graphics: GIMP, Blender.
Sound and music: Audacity, Garageband iOS, yelling pew pew! into a recorder.
I’ll be taking a timelapse using Chronolapse, just like last time. It helped me stay on task.
So the day before yesterday I had grand plans to get PyGame working on my computer and start learning to make graphics work. Then I fell asleep at my computer at 6 PM, right after dinner, and didn’t wake up until 7:30 AM when my video phone beeped that the morning town news had arrived.
Even with a ridiculous 13 hours of sleep under my belt, I was tired all day and my brain was running in slug mode. I’ve been feeling a bit off since Tuesday, and since I haven’t felt truly sick, I can only conclude that my body is belated feeling the aftereffects of my hour and a half out in the train station parking lot digging my car out from under a meter of snow. I went on a business trip last Tuesday, leaving my car parked there because I didn’t expect raging blizzards, and then weather life prevented me from going to get the car until Monday.
I did not crash last night, but my brain still wasn’t up to reading documentation, really. I did get a chance to talk to a friendly acquaintance who has experience programming in Python for games and otherwise last night, though. I got to pick his brain a bit before he went to bed, and ended up deciding to go with Pyglet instead of PyGame. I didn’t get very far in playing with it before my brain let loose with a bold-italic stream of symbols like you’d see in comic book dialogue, but I got Pyglet installed and it seems to be working. So I might not do a text adventure after all!
That said… I’m still installing Ren’Py as a backup. xD
So! Official declaration: I plan to use Pyglet and/or Ren’Py.
Signing off. *murloc noise*
This will be my 3rd shot at the 48 hour compo.
My only goal is to be able to make a better game than I did the last 2 times.
Tools I will be using:
- XNA with C# in Visual Studio 2010
- Paint for basic pixel art, Paint.NET for more advanced raster graphics, Inkscape if I decide to use vector graphics
- Bfxr for sound effects
- Renoise for music if I have the time (I never do)
This time I decided against using a base code, I’ll build everything from the ground up. I hope it works out alright.
Anyway, I wish you all the very best with your game making endeavors and I hope we won’t be wiped out in the looming apocalypse, so we can do this again next year.
I’m in for this Ludum Dare, and needed a tool for making a timelapse. Chronolapse is awesome, but it only lets you use either the primary display or all displays, something that didn’t work for me, so I made my own! It’s simple, and doesn’t have a lot of the features (you’ll need something to stitch them all together afterwards), but it does let you specify which display to capture, or all displays if you want. I figure maybe someone might find it handy for this weekend. It lives in the system tray, just right click and hit start after running to start capturing.
So here’s what I’m going to use for this LD.
I’ll use Unity 4 as my engine and C# for my programming.
For graphics my workflow is ZBrush (sculpting, painting, auto-uv and auto-retopo)-> Modo (general poly modeling, manual uv and retopo) -> Blender (animation). For texturing not done directly in ZBrush, Substance for texture generation (and maybe Filter Forge too) and of course Photoshop to put everything together. Maybe I’ll experiment with that new dDo texture generator.
For music, Reason and Reaper with the Garritan Instant Orchestra sounds. Also Adobe Audition for editing my sound effects. And I just bought Vocaloid in case I want (and I have the time) to have fun with that. I was also thinking about maybe using Band-in-a-Box for procedural generation because I actually don’t know that much about music…
I guess I won’t have the time to play with everything… :/
This will be my first Ludum Dare, but no worries. I’ll be using HaxePunk with Haxe NME so I can port my game effortlessly, and it will be quickly prototyped. This should be fun, however I will only have around 18 hours of game-making time. I’ll be tweeting as I make it at @tophattedcoder.
- Language: Haxe
- Framework/Libraries: HaxePunk and Haxe NME
- IDE: MonoDevelop
- Graphics: GNU Image Manipulation Program, Inkscape and mtPaint
- Audio: Sfxr (isn’t WINE the greatest?)
- Something to show off about.
- Make revised version of game, sell it on major game marketplaces.
So I finished up my decisions on the tools I’m gonna use for the compo. See the updated list below (And yes, I seriously linked to the Wikipedia article of water.)
General plan: Panix for at least 1 hour at the start and the end of the compo.
And of course an obligatory photo of my desk!
I’ve made something not totally useless, and thought that some of you might like it… xD
As the title said, it’s an “animation player” (that runs over Flash). What it really does is to allow you to import a charset from your computer, create an animation and play it. And that’s it. =X
Since I’ve been using flixel (and like to draw with GIMP), this application make sense for me. I can use it to import a charset and test if the animation is looking all right. Before creating it, I’d create a State, add a Sprite and then animate it… but since I’d have to compile it, it’s a little time consuming… Now I can only re-import the image and see how the animation is.
I know that there are tools that already do that, but… don’t know. xD I just wanted to try and do something like that. xD
Looking for established high-profile music? Don’t want to search websites for that one awesome track?
Then go check out Matthew’s Big List of Public Domain Songs!
Features several dozen folk-songs and classical pieces, used in such games as
- Vampire II: Bloodlines: The Masquerade (at one point in the background)
- Unstoppaball DX (shameless plug) (sorry)
Go check it out. Also features some pointers to locate more awesome usable tracks.
Looking for a Console for your Flash game? I’m currently developing Consolator, a simple library which attachs a console to your project, ready to use and fully customizable.
You can use it to debug your variables, or change your game while playing. You can easily call the methods of the objects you bind.
- Categories of messages, you can hide what you don’t want to see.
- Bind any class and you can automatically access its public methods.
- Visual auto-completion with a popup, just like an IDE would.
- Easy integration: just addChild(new Consolator());
- Fully customizable: change color, background, position, size, etc.
- Remember the last commands used so you don’t have to write them again.
Your ideas are welcome at consolator.uservoice.com
Okay, guys and gals – I’ll force myself to give you another little update about how my game for the OctoberChallenge is coming along.
Procrastination, Story & Concept
I have had some slow days in the last week, with some problems to motivate myself. As I’m a chronic procrastinater even for stuff which I really deeply care about (like games), I’ve developed few little tricks to overcome my anxious, lazy demons.
Most often – for me, atleast – the problem is, that I simply pick too broad goals for my to-do-list.
Something like „work on game“ will not work for me at all – something like „fix bug X and redo the art for enemy Y“, on the other hand, will work real wonders.
The former will enhance the feeling of „this-is-too-much-work“ as it doesn’t set boundaries. Also it doesn’t reward you for finishing todays to-do-list at all because it doesn’t emphasize any goal that has been reached. „work on game“ can mean a minute or 16 hours. It doesn’t break my vicious circle of procrastinating brain chemistry (I’m no doctor, but that’s how it seems to work for me ).
The latter – on the other hand – emphasizes exactly that. You can reward yourself extremely easy by checking easy and quick tasks. As you have clear goals for the next day it also happens really often that I come up with solutions while trying to fall asleep or being under the shower – because I know what’s coming next. That doesn’t happen with the more broad and general goals. To me, another really important aspect is that I have a clear end which I can work towards. If I have to do some things which I don’t find particularly fun, then I will work extra fast and efficient because when I’m done with them, I’m done for the day.
What I would generally suggest to those of you with the same bad habits as myself: try to find causes! When you procrastinate over and over again, even though you actually like what you do, it doesn’t mean you’re a lazy person (I doubt such a thing even exists) or it is somehow hardcoded into your genes, it just means that you formed bad behavioural patterns which form this sort of vicious circle.
I assume most of us are pretty good at analytical thinking (and creative at the same time, which seems to encourage procrastination ) – some self analysis can actually really help in these cases.
What are your experiences with procrastinating and overcoming it?
Enough of the rambling and on to my actual work!
As my daily goals got broader and broader over the last week, I realized that some concepts for my game really lacked definition. A few of these worked wonders for getting me on the right track again:
I had big holes in the story which I had planned as a major column of my games experience – so they had to be dealt with. After that sink was unclogged, creativity and motivation could flow again. Sometimes it’s the simple things!
Happy belated #ScreenshotSaturday
Some screenshots taken from a small testbed-level:
I would like to talk a little about my development process and pipeline. Maybe some of you find it interesting.
I develop my, yet to be properly named, game in Java with the aid of the Slick2D framework. Java was a no-brainer for me, as that is the only language in which I have some notable experience and it is also what we mostly use at university (and I actually LIKE it ). Slick2D – on the other hand – I will probably only use for really small quick prototypes after this one. At least until it gets some major updates (or I take the time to contribute some things myself). It caused me some very unnecessary bugs, also the TilEd implementation is not really sufficient and has a few weird bugs (including inexplicable, OS-specific ones).
That leads me right to my next tool:
It does everything I need for this project and quite a lot more, yet it also does have its quirks… Can somebody recommend another awesome Mapeditor with Java support? Don’t get me wrong – I would strongly suggest you try TilEd, it’s just that it’s not very stable for me and it could really have a more streamlined user experience.
Even though I work alone on this project, I actually don’t want to miss this anymore. Once it is set up, it is really comfortable for working on multiple computers and also for when you just quickly want to try some things in your code without the fear of breaking everything. Good integration in Eclipse via Egit!
Last but not least I’d like to bother you again with my twitter stream. I’m pretty new to twitter so I would love to have a chat (and maybe some mutual following? *the-rock-stare*) with more of you over there!
This weekend I’ve been working on a random animated sprite generator, meant to kickstart sprite graphics development for non graphic artists (like me). I’ve tried to include an evolving feature, where you can click on a sprite to generate variants on that particular sprite.
It’s still a prototype. You cannot yet save sprites, undo, etc. I am also working on a shading feature. If there is interest, I’ll publish a more finished version later.
Here is a screenshot (note that the real thing is animated):
If you click on a sprite, you get variations of that particular sprite:
Plan to use: Unity3D free (C#), FL Studio (well, lets see…), sfxr, InkScape, Paint.NET, jEdit, Fraps
Probably will have more time to think / plan / design than to actually code. Is that a good thing?
This is obviously such important news that everyone needs to announce it in their blog, so I shall do likewise. This would be my second LD competition, first one having been LD#11. In that one I made the mistake of using Python and OpenGL, so people weren’t really getting to see my game. This time my goal will be to have something completed and easily playable. My primary tool here will be Construct 2, since I have used that to make minigames for my webcomic called You the Fox, and it is pleasantly fast to develop small games in.
I’ll also take this opportunity to point and laugh at all the people who not only take issue with the Kongregate competition, but will also go so far as to boycott or otherwise sabotage LD games submitted to it, because they do not understand the meaning of “LD is for fun” and they are dumb. Ha ha.