Posts Tagged ‘video’
So, this Ludum Dare, I have decided to do most of my reviews as Video Revews. It is a slow-going process, but I’ve managed to make 26 videos so far. Here are some of my favorites (click on the name to play the game):
Ecostar vs Aeronox – Awesome ‘schmup, with a changing seasons mechanic:
Lost in the Darkness – A 2D “maze” game, where the maze boundaries change every 10s:
Anachroma – A very unique “survive the boss” game. Great difficulty.
Entropy – 2D platformer with great production value.
Forward Motion – A very charming 2D puzzle platformer.
If you want to see more videos, please check my entire playlist! It was very fun to make those videos, and I’ve learned quite a few things in the process. Pointers and suggestions are welcome.
If you want me to make a video of your game, I’d be happy to. Please leave a message at my game’s page for that
I know that it is possible, because I have seen other posts with embedded videos. But whenever I copy the embed text from youtube into the edit post window, the text disappears when I save draft or try to preview.
I have gone as far as trying to copy the html code directly from a post with a video in it, but the end result was the same.
Can anyone help me?
EDIT: Thank you all for the help, it seems that I only need to copy the video link in text form to get the embed automagically. Personally, I think this is a bad solution – what if I DO want just the text link out there? Anyway. Now I know.
Here is the entry we talking about: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=5167
The concept came from the fact I once wanted to do a platform game for LD 21 but then I chose NDS as the platform which I wasn’t familiar at all at the time so it didn’t made it in time. But a plain platformer seemd too plain so I wanted a mechanic that can enhance the idea and goes well with the theme. That turned out to be a Tetris + Bejeweled freak and it was quite fitting to the theme and the platformer part.
I’ve made a little video of the game for you but I encourage you to play it as it runs on most platforms and even in a browser.
You can tell from the video that the game isn’t quite finished. Let’s see in short what led me to this faliure.
What went wrong
Normally the structure came naturally to me while programming and everithing fits just fine and builds on each other. This time I had to rewrite parts of the mechanics several times to support other functionalities better. That taken away a lot of time and momentum. I don’t know what happend to me…
I recently changed my daily routine – or should I say I’ve tried to create one – and it’s not the real problem but it did take away more time from programming as opposed to the 48h is 48h tactic I used to do.
A little depression came from my real life and from the fact that I’m not doing as well as I used to. This ultimately lead to give up on the finishing of the collision checking as it would required to rewrite the whole falling block mechanic.
Get yourself together and push through no matter what!
Thank you for reading! Please give my game a try and leave a comment! I’ll rate back of course.
Hello! I just uploaded the timelapse for my entry “Defense of the Zorion!” Check it out!
If you haven’t already, play the game here!
This was my entry for Ludum Dare 27. It was made in around 15 hours with most of the work done on Saturday. It is a simple arcade style game inspired by Pac-Man, but it automatically moves onto the next random “maze” every 10 seconds with more enemies added in over time.
My primary goal was to simply finish something, even if it’s not too original or amazing of a game. I’ve been participating with Ludum Dares off and on for five years, but I kept biting off more than I could chew and running out of time before nearing a completion. This time I tried to keep everything as simple as possible — a character that lacks complex geometry, has only two bones, simple animation, and minimal texture mapping. Even though I did not have the full 48 hours available to work on it, I succeeded in creating something and I consider that is a pretty big accomplishment considering how little time there was.
What Went Wrong
Because most of Saturday was spent with family before I head off to college, I was pretty much short a day. This extra time certainly could have been used to add more to the game and polish things up a bit.
I Jumped straight into development without spending much time brainstorming game ideas. Halfway through making this I came up with a few game concepts that I think could have been more fun, unique, and funny, but I didn’t have the time to scrap what I had and start over.
I kept having a weird problem on Kongregate where my game gets moved down a little and cuts off the bottom of it. No matter how I tried to change the size settings nothing seemed to fix it completely, so I just tried to have it cut off as little as I could.
Near the end, the project started to get a little hacky and messy. I was experimenting with using a heavily component based style of game design, but I wasn’t entirely certain how to handle some special case problems, since I was trying to keep everything generic with pretty much no specialized gameobject code. I think I now have an idea of how to better handle entity state switching.
What Went Right
I with into it with the plan to keep things as simple as possible. There were very few assets and what it had were extremely simple. Probably the number one reason I failed to complete any of my previous Ludum Dare projects had been because of spending too much time making too detailed of graphics, so I managed to avoid making this mistake again.
Although though there were times when I had to really push myself to keep going, development went pretty smoothly without any major problems.
I finally completed something! I first discovered Ludum Dare five years ago, and this is the first official competition game I actually finished! I also finally have something put up onto a web game site, which is kind of neat even though I don’t expect too much from it.
All-in-all it went pretty well and has left me wanting to make more games!
The Ludum Dare entry page can be found here:
10 Second Mazes Entry Page
The game is available through Kongregate:
Play 10 Second Mazes On Kongregate
For the people who are too lazy to actually play our game, ratqueen made a video of it:
I was wondering how everyone was recording their game development progress and demonstrations. It doesn’t have to be free, but shouldn’t be anything crazy expensive. I mostly worked from Windows, but I have a Mac as well, so Mac people should chime in.
Also, how are people making these gifs of their games?
I started the competition Friday night at a Ludum Dare meetup at the Dallas Makerspace. It was great to meet other people (about 10-12 showed up) who are interested in Ludum Dare. It was also really exciting to be in a group when the theme was announced and talk about ideas. There was definitely an atmosphere of minor disappointment with the theme of “10 seconds”. I think almost everyone was hoping for another theme. I gave my prepared pep talk “the first obstacle to Ludum Dare is accepting the theme.” Next everyone started brainstorming ideas. Everyone left after about 3 hours. I think it was a great way to start the LD experience.
I started my entry early Saturday morning. Within about an hour I decided on my idea. I was certain I did not want to interpret the theme of “10 seconds” as having anything to do with time. I arrived at the concept of “second stringers”. People who sit on the bench or are alternates to the first picks. In my game, the 10 First’s were lost on a mission, and the 10 Second’s are sent into rescue them. In the game you have very simple start/stop controls to manipulate 10 separate characters to clear rooms of enemies, rescue the firsts and then continue searching a building.
I feel I was mostly successful, and pretty satisfied with my final product. It is playable and thankfully the sound effects vastly improve the experience.
I ended up spending about 22 dedicated hours in total. About 10 hours on Saturday and 12 hours on Sunday. I did all the code and graphics on my own. I used bfxr for sound effects.
This is a miracle program for LD. I wouldn’t have sound effects without it.
I Love programming in Python and this is the best framework to do it. Sadly, I will give it up next time. See final thoughts.
I went to bed Friday night and I did not work on the game for about 12 hours during the half-way point. Coming back to the game the next day helped me focus on what was important.
- Accepted theme from start
I did not like the theme. I did not like the last one. I may never like it. But I won’t let that stop me from building a game, which is what I love most.
I tried using iNudge, but wasn’t happy with what I produced. I have no music ability. Wasted about an hour. One day I will have music with my entry, but not this time.
- Created assets I did not use
Create the assets as you are going to add them to the game. Otherwise, it’s lost time when you cut the feature. I spent time creating versions of the rescued characters so they can follow around the primary characters as they are rescued. I had to cut this feature and lost about 30 minutes with graphics assets that were never used.
10 Second Clip:
1 Minute Demo:
It requires python and ffmpeg. It’s not very fully featured yet, but it might be useful to someone.
Check it out on github:
Here’s us doing a playtest to make sure the bugs are fixed.
And one thing we immediately noticed is the poor movement handling.
I don’t have any pathfinding or obstacle avoidance yet. Also, no formations. Boid movement can be worth a try here.
Also summoning cost isn’t implemented yet so we had too many units (we were goofing off), I was envisioning something like 10-20 units only per player.
To the two guys who joined us, sorry I think you got disconnected. Blame it on my country’s ISP.
I have some basic network code in, players can summon in units and move them, though things like attacking and playing animations aren’t “network-aware” yet.
I also added in the master server because, well, it’s already there. I’m using Unity’s built-in network library so it was relatively a breeze to put in.
Now here’s a blurry video of testing the multiplayer:
Friday i received my OUYA and started to port Ninja Twins.
Actually the game runs perfectly on OUYA and can be finished at 100%
You can see the video here:
Unfortunately, the engine i’m using(Multimedia Fusion 2) still not have all the options to upload the game for revision.
I thought was complete but when i tried to upload i get an error saying:
“apk is missing res/drawable-xhdpi/ouya_icon.png”
I know the icon must be named exactly “ouya_icon.png” with a resolution of 732×412 and placed at “/res/drawable-xhdpi/” but this last, the directory location MMF2 still not have the option!
BTW, i hope an update adding the necessary to upload the game for revision. While is time to adapt No Time To Stop for OUYA too
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:
Reading some of the comments on Less is More? it seems that some levels can be difficult, so I made I walkthrough video.