Posts Tagged ‘web’
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.
This is… LD #7 for me, I think. I’ll likely be doing it with Jonnopon and a co-worker whom I managed to convert to the cause, but we’ll see.
Syntactic Sugar Studio (my studio) has been pretty busy with a major commission, so this weekend may end up being too busy for us. Again, we’ll see, but we’re planning on doing our best!
- FL Studio 10
That’s right, HTML5 devs up in here! Good luck to you all!
Ok, here it is!
Sorry for the very few words, but this Ludum Dare drained all my energy. Doing a game in 72h is obviously too much for me.
The idea of our game was “System Shock reversed” – you play a space station computer which gained self-awareness and now tries to get control of the whole station …
This was my very first Ludem Dare and also my very first original game!
Read my detailed postmortem to see how a novice approaches game development for the first time. I’d love to get real feedback and advice from some of you more experienced developers. Thank you Ludem Dare for pushing me to finally do something I’ve wanted to do for a very long time.
I guess it’s time for me to do a postmortem of sorts (Tho I’m still working on the game at this point, but I should be able to wrap it up this weekend, you can check the compo and WIP post compo version at my entry page)
First of all, I would like to say that this has been a great experience, and I want to thank everyone for making it possible. So thanks everyone that participated, to the organizers that somehow managed to keep this afloat during the server situation, Adam Atomic for his awesome awesome Flixel Framework, and special thanks to Dogbomb for his terrific “65 Indie Games in 10(ish) Minutes” review, and to Oujevipo for his series of Ludum Dare game reviews.
So without further delays, a screenshot and then The Bad, The Good and a Desition:
Actually nothing went bad at all, I wish I had more time during the compo, but I had to attend a meeting on saturday that ate half of the day (I coded through half of it anyway, while nodding hehe), and the compo theme is announced right around the time I’m falling asleep (I’ve learnt that it’s better if I read it, then scribble down some notes and go to bed, instead of working through the night like I attempted last time).
There’s just too many good stuff so i’ll break it up.
I loved the theme the moment I read it. I had been thinking about non-combat, non-pewpewpew games for a couple of weeks before the compo, and what better theme than Escape to approach indirect conflict? I felt it was perfect.
Flash Develop and Flixel are rock solid, I can’t explain how comfortable I feel with this combination.
GXSCC, usually frowned upon by the chiptune community, allowed me to achieve the sound I wanted without needing to learn the many layers of complexity found in a Mod tracker, so I only needed to borrow a friend’s Oxygen midi keyboard and I was set for music.
SFXR and Audacity for sound effects did the trick (plus some coding that make my game sound like it had lots of different samples, yet it only has 5 samples per kind of sound, that are layered and played at different intervals when triggered).
ASESPRITE, for graphics. While not great, it certainly delivered (except the newspaper cover that got made in GIMP because I had no time to dither the gradient by hand).
Pixel Bender Toolkit, my only gamble as I had never used it before, was really simple to develop and implement, really happy with it, gonna look into number crunching with it for my next game.
1- Brainstorm, watch references.
2- Write down the concept.
4- Write a Schedule.
5- Map input.
6- Create a Screenflow Chart.
This took about 4 hours. Screw Excel, Project, Qubity, Wikis, etc… Notebooks, Post Its, napkins and my cellphone alarm clock work just as good, or way better. For this part I took the keynote as some sort of divine commandment and followed the pro style advice to the letter.
After that, I jumped into developing the screen flow, slide presentation style, then jumped into the game logic, and the rest is history.
I really love making games, I really do. Ludum Dare helped me confirm my gut feeling. I love every aspect of it: The designing, the planning, the coding, the art and sound creation, the polishing, EVERYTHING.
I’m already on the path to make this my livelihood, I’m on the process of getting a game design diploma since earlier this year, and because of that I was thinking about throwing my CV around different companies once I got my portfolio finished (I’m a pretty competent 3d modeler). But the thing is that I don’t want to be another over specialized cog in the machine, pushing vertices or voxels around from 9 to 7, realizing other people’s vision.
I’ve attempted to collaborate with other people on game projects, and I’ve failed every single time, vision and consensus do not mix. I got tired of people telling me “no we can’t do that because it’s too hard”, I got tired of people telling me “that’s not the current market trend”, I got tired of ideas dilluting into homeopathic levels to please everyone, and maybe the problem IS ME, but who cares, if I can’t work in groups, what’s wrong with that?
I just got to try and do it on my own. So starting tomorrow I’m gonna go fulltime Indie, and I’m flying Solo!
http://dl.dropbox.com/u/5227720/HTML5/grid.html as basecode.
I may give up half-way through and make it with Ruby instead. If so, I’ll be using Ruby(duh) and Chingu/Gosu.