Posts Tagged ‘web’
Be careful! Non-native english speaking person.
This is my fourth time participating, but still a newbie in game making. Since my second time I was not alone and with each edition, the team grew one member. We discussed after we finished, but this is my personal analysis
This time we made a game that looks like a beat ‘em up and shoot ‘em up crossover gameplay-wise with a simple message. The game is about a girl that fights her problems in her dreams and is called Dreamonaut (check it out and give us some feedback).
Graphics: for the first time we had someone with real talent to do the art. Well, it really paid off. I think the games looks real good. Although it’s the first time of Dyoni making art for games, he did a freaking awesome job. I can’t praise him enough.
Mood: last game we did for LD, we had one sound effect and one very short song loop. This time we spent a good portion of the time to find and record some effects and ended up using different ambient sounds and set of songs. I think we did a good job combining graphics, music and effects to create the right atmosphere for the game.
Planning: last time we planned, but didn’t discuss the game design too deeply at the start and we payed for it at the deadline. Too many rushed decisions. This edition, we planned almost all the game before starting and we keep taking notes and expanding every level and cutscene with dialogs and all. We write it down which sounds would sound cool and all. This helped so much when we needed to cut some things off. Best thing we did, for sure.
The bad [luck]
The spider: Saturday, evening. Fernando, one of the programmers, forgot his toothbrush and went to the nearest mall to buy one. When he got to the car, there was a spider inside, and it got away when he tried to kill it. Goosebumps.
The car crash: While leaving the garage, the door (which closes automatically very quick) scrapped his car roof.
The internet is down: the internet went down and we struggle to commit and download the code (we’re using Visual Studio Team Foundation for it). This also prevent us to check some Phaser and Typescript examples.
The Sick: I woke up very sick on Sunday. Freaking sinusitis. It really hit me. I had fever late at evening and needed to go home at 9PM. I didn’t even got to my everyday work on Monday.
The Dead Battery: Monday, 3 AM. The rest of the guys kept working late on Sunday until they decide that some of them could still work on through Monday. When Fernando went to his car, it didn’t started. The battery was dead. Yup, poor guy. They all slept over Filipe’s house and at 7AM, Fernando’s father came in and helped them out.
No knowledge: we didn’t even saw line of Typescript code before and just two of us played with Phaser before. This almost ruined us. We lost a huge amount of time finding how to do stuff in Typescript or how things worked in Phaser. Don’t get me wrong, the tools are awesome, but now we understand the value of the warm up weekend.
Gameplay: It is way too simple. We planned to do many things, but we got stuck with problems cited above and, of course, lack of talent/experience. We planned to do different attacks for the main character on each level, powerups to change the game even more, much more enemies with different set of skills, more boss epicness (like the last one would shoot “confusion bullets” that would invert the controls). But we needed to rush to finish it in time. It’s a shame.
PS. Till this day, the spider is nowhere to be found.
Telecaster is a game where you click Planets to Telecast to them in your Ship. Once abroad, various local effects occur that affect your mission. The goal is to acquire as many resources as possible in your exploration of all castable planets.
Written in ImpactJS using an old template (Hence why this is a Jam)
EDIT: (8-24-14 1:50pm PST) Way more to do, way more planets, better sprites, tons of kind-of-instructive text!
You take your crew on an epic voyage through the telecaster, embarking on strange new worlds and frequently being sought out by the local wildlife. You are are a voyage to get as many Crystals as possible, they are required by your civilization to survive. If your crew dies, your fuel runs out, or your hull gets destroyed: You and your people lose. Winning is simply a trade off between the long sought out Crystals and the precious (but expendable) lives of your crew. Post screenshots of your high score with a brief bio of your Captain for a chance to be included in the next round of new planets!
And also a reddit link!
Many submissions in the Mini LD #53 have links labeled as web, that are not web at all. This is quite annoying, as I like to know upfront if I’m going to have to actually download something, extract it, blah blah blah. There is a proper way of labeling your links, as I describe below. Doing this properly will help keep people in the community from being annoyed by a “web” game that prompts to download an exe file.
- Web – Can be played in the browser. For instance, you build your game in flash, html5 or unity webplayer, and the game is hosted on kongregate, newgrounds, your own site, google drive, etc. (I’m trying to be all inclusive, not stating any one of these is better than the other). These games will be played directly in the browser, without you downloading anything that you must do outside of the browser.
- Download – This cannot be played in your browser. A file must be downloaded, extracted, dependencies possibly installed, etc. The game is run outside of the browser and is a bit of a headache. With a lot of games, this takes more time than playing in the web, as the file must be extracted and so on. Examples below.
- Windows – This is anything that is an exe, or a zip or other archive that contains an exe meant to run only on Windows. If this describes your game, please don’t label it as a “Web” link. You can label it as “Windows” or something similar.
- Mac/OSX – This is a game built for Mac/OSX that is played only on Mac/OSX. This is not played in the browser. If this describes your game, please don’t label it as a “Web” link. You can label it as “Mac” or something similar.
- Jar – This is an executable jar file. This can run on any platform, as java is that versatile. Jar files can be run in the browser, but it’s still necessary to build the web page to do so. If you link ends with .jar, this is not a web build, so please don’t label it as a “Web” link. You can label it as “Java” or something similar.
I’m not trying to yell at anyone here, but some people haven’t learned the difference. It may seem trivial to some, but it is only common courtesy to let people know up front what to expect. If I click on your web link (because your game seemed so exciting I forgot to look to see where the link actually went before I clicked) and it didn’t take me to a page on the internet that allows me to play it in my browser without downloading anything manually (and extracting, and so on), I will not play your game. It’s nothing personal, it’s just that if you can’t tell the difference, your game is likely to suck and be a waste of my time extracting it, installing dependencies, running in compatibility mode, turning my monitor on it’s side, setting up a house of cards, painting a masterpiece, etc. just to get it to work.
HOWEVER, if you let me know up front by labeling your links correctly that all of that stuff is involved, if your game seems worth it based on the good and complete description that you wrote, I WILL do it.
Edit: If you weren’t planning to build your game for web, please consider doing so. Not everyone in the community is computer savvy enough to download a game and install dependencies, people like artists, people like my artist / wife. If it’s not a web game, my wife won’t play it unless it has a very compelling description that’s very appealing to her, in which case she bugs me until I cave in and download it and make sure it will run for her. Also, it’s possible to unintentionally include malicious code in a downloadable game, where security settings in most of the web players won’t allow such a thing. I’m sure it’s not hard to write your game in .NET and make a mistake (Because you haven’t slept in 30+ hours) that deletes the a user’s “some other folder” instead of just the save file your game makes like you intended. Not saying that this awesome community would do it, but someone could do something like that on purpose, especially someone that’s not part of the community and is just looking for some way to get their kicks. I’m sure most of us are playing these games on the same computer we develop on, the computer that is our livelihood, and just don’t want to take that risk.
Edit 2: Please read the note from artist/wife for a better written explanation, as she is much better with words than I am.
I managed to get some time to add some upgrades to the game this weekend.
The difficulty was slightly balanced by adding a drill, to which the pipes need to be connected.
A level map was added.
Also after level 10 you unlock the police station which reduces the unrest by 25% with every policeman you buy.
Future updates will include
* Politician support which freezes all unrest for 30 seconds (unlockable from level 20).
* Small Bonus levels in between the planets that unlock equipment upgrades, better drills, less poluting pipes, wildcard pipes.
* Small graphic changes.
Please be sure to rate and also any feedback is greatly appreciated.
It’s exactly what it sounds like. A simulation of what it’s like to be an ant.
I’m really happy with how it turned out. Usually I focus more on programming with my games, but I ended up spending most of my time on the artwork for this one. I didn’t really have any time to implement real gameplay. Right now the only thing you can really do is explore and climb on stuff. Also, you can go down into a pretty awesome anthill (hence “Beneath the Surface”)!
Made with Unity free, Blender, and Photoshop elements. I also used my DSLR camera to take pictures for all the textures.
The whole development was streamed and recorded on twitch.tv/eteeski. All 25 hours of it (I had to sleep, couldn’t work during the full 48 hours haha). I’ll be uploading the recordings to Youtube.com/ETeeskiTutorials
I pretty much feel obligated to do an “I’m in” post.
This weekend reeeally isn’t what I would call an ideal weekend for a LD, but let’s go!
Not much has changed on my toolset since last LD:
Platform: HTML5 (FTW)!
Browser: Chrome, obviously! I might test the game in other browsers before publishing, tho.
Os: Ubuntu 13.10
Engines/frameworks/libraries: I might use any of these frameworks/libraries, depending on the situation:
Gfx: Graphics? Whaaat are those?
Well, as I suck at any kind of visual art, I’ll probably make a game with squares, circles and triangles for graphics (probably circles tho, circle collision is way easier to solve). If I ever consider to any “real” art, I’ll probably use Gimp.
File hosting: Dropbox . I can’t live without Dropbox. Seriously, Dropbox. Need it!
Version control: WTF is this?
These are the configurations of my <sarcasm> super beefy computer </sarcasm>:
- 1.8 ghz Intel pentium dual core
- 1 GB of ram.
- Intel GMA integrated GPU (super mega old).
- 500 GB Samsung hard drive.
Sorry, not enough time to make a cool VGM playlist this time…
As a compensation, enjoy a picture of my workspace:
This is my entry for Mini LD 50: Demakes inspired by The Legend of Zelda.
Play as Rink and save Xelda by finding a magical artifact in forgotten ruins. Jump, Shield and Attack. It is a web game – a real web game: You can play it right now in your browser without any plugins!
What went right
- The graphics and the music were very easy to create I use GIMP and beepbox.co.
Actually the sprite of Rink was done quite some time ago and i finally wanted to make a game with it.
- Thanks to Tiled i did not have to write my own Map-Editor, instead i googled for a way to load Tiled maps to JS and display them on a canvas and found a tutorial at: http://hashrocket.com/blog/posts/using-tiled-and-canvas-to-render-game-screens
- I used circles as a collision detection which is very easy to code and still very accurate. You can see the collision system at work by pressing [ENTER] ingame.
What went wrong
- I dont know if this qualifies as wrong, but it took me a little longer than 2 days, because i worked on the game during normal week days and not the weekend. I hope 3 week days equal 2 weekend days. Also working on the game reduced my preferred sleeping time by some hours, but that was already out of order and so i just slept as much as i did before the MiniLD.
- The interaction mechanics are not introduced ingame, so you have to know from other Zelda games, that the electrically charged slimes should/can not be attacked, and you have to find out yourself, how to use the shield (Press down ).
- I did not have enough time to create a challenging boss ai
- The Game is short.
- Google Drive seems to have a hidden download limit, so i had to delete and reupload the audio files multiple times. Maybe that was because i reloaded the page too often during debugging. Is Dropbox better? – AHRG! It happend again. And again…
Oh, look, someone wrote something about me I feel important
Mini LD50: Xeldas Saga demakes Nintendo’s famous action adventure series
We’ve said this in a previous post: Last Ludum Dare (#LD28) was kind of weird for us. We’d decided to skip it (busy weekend, one of us turning 30, etc.) but on Monday (the last day for jamming) we had an early meeting, talked a little about how awesome the theme was (“You only get one”) and took the day off to make a game!
Talk about crazy, heh.
We pitched some ideas, evaluated its scopes and decided on one. We were going to make a small game built from scratch designed exclusively to fit the theme.
But before talking about the game itself, I’d like to say something about these jams we happen to love. This was our 5th jam (three LD’s, one #7DFPS and The Walking Dead Game Jam). Radius Minigolf, Antarctic Glitch, Galaxel, The Narrow Path and faif… every one of these games wouldn’t exist if it weren’t for these amazing jams and all its constraints!
Faif – Making a game in less than 12 hours
Take faif for example. Theme was “You only get one”. The core idea of the game is making a selection of five adjacent tiles in a grid and after doing it so, the game would randomly choose one. If it weren’t for the theme, we would never come up with an idea like this. Ever.
So we had the core idea, now we needed to work on the gameplay itself. We decided that the player should battle against AI in a turn-based game scheme and we chose iconic RPG elements to make different types of tiles: a sword would attack your enemy, a heart would give you a life and a skull would take out one.
When we had a playable concept, we noticed something we’ve suspected. As the game progresses, the grid was full with skulls! Not the dumb AI nor the player would select them. So we decided that the attack (sword) would have no base attack and for every skull in the selection it would get +1.
So, if you select 4 hearts and a sword and you get the sword, your attack is 0. But if you select 1 heart, 2 swords and 2 skulls and you get a sword, your attack is 2! Got it?
Battling with the odds
So hey. We think we have an interesting concept here. Luck is a decisive factor in the game, sure thing, but as all Hunger Games fans should know: “may the odds be ever in your favor!”.
Early post-compo version
We did not have enough time for sound design on Monday. So we released on Tuesday an early post compo version with some sound FXs!
We are really pleased with the results of the jam. We think that working on more types of tiles, investing some time on visual feedback and adding some tweaks to the gameplay, faif is going to be an interesting title. Imagine a campaign mode against different types of enemies and hey! Think about multiplayer! Also, faif is a perfect fit for mobile devices, so there we go!
Give it a try here and don’t forget to vote and/or comment.
And now we are going to play as many entries as we can, cheers everyone!
I made a one button game using only ones in one hour.
HTML5, play it in your browser here: only.one.earth.
It hit my milestone for the entire jam, which was to get the core mechanics of my game working. I’d say at this point what I wanted from the game is 100% done. I’m taking a well deserved break before getting back at it later tonight.
What is the game you might ask?
Tumbling towers is a game where you only have one direction to build, up. You also can only choose one material to build with: Wood, Ice, or Stone.
Each material has their own attributes (weight, friction, and more). The goal is to build the tallest tower you can!
Right now you can find links to play the web version of the game on the game’s page on the site here: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=22629.
(Also, an improperly scaled Android version is posted as I work on making it look nice.)
What’s left? Well, I want to make the UI more usable. MUCH more usable. Also, a friend of mine should be helping me out tonight when it comes to art, so it might become a Ludum Jam entry instead.
Oh. When I’m back at it, my stream will be live on Twitch.TV too. Feel free to check it out (hit follow now so you get notified when I go live again), head to Twitch.TV/AngryFacing. Until I’m live again, check out this recorded YouTube video of me talking about the game’s progress.
Finally, development updates of this and my 1GAM project will be on my Twitter at @AngryFacing. Feel free to follow!
So I didn’t even know I was going to be able to participate in this Ludum Dare because of other things going on, but I knew I’d be travelling all day on Sunday and I happened to get an idea for a very small game on Saturday night.
My entry was created over the course of 8 hours and involved traveling through four states, on three different types of trains and one bus!
I am so glad the theme was one which supported a heavily constrained timeline.
Use the left and right arrow keys to avoid the blocks!
You can play Squeezed Out in your web browser and it has online leaderboards if you’re into competition with other players.
Just finished my web game, Centroid! It’s sort of a puzzle game; the objective is to find the center of mass of objects on the screen. I am not sure if it’s too easy or not. ;P
You can try it out here: http://gdriv.es/centroid
This was my second time participating in LD48. The minimalist theme was helpful since I didn’t have too much time to work over the weekend.
I look forward to playing all the great games I keep seeing posted!
Update on the game.
I’ve imported the assets that I created in Blender into Unity and created a basic, minimal scene. Added a first person camera. Some 3d assets rotate on mouse movement. Sound was added. I created this sound by tapped on my computer, then another layer of clapped, and another of slapping my face. I’m not a music person, but at least I’ve created some sound for the game.
Here’s some screenshots:
You can play this build in web browser here.
Windows users are also able to download the zipped version of the exe here.
This is early stages and I plan on working on it further tomorrow. At least its something.