Posts Tagged ‘webgl’
the controls of my Compo entry are really terrible, so I decided to eventually add PointerLock controls to a Post LD version \o/ hooray \o/.
And because I found a lot of other bugs, I’m going to work on this little gem a while
Play the PostLD version here: http://www.lobsterlove.de/LD30/
Please let me know, what you think.
And of course, I’d like to get a rating for my Compo version here:
A little late, but you can read my just-published (second) LD Post Mortem here:
I didn’t post it here, because it’s german (my english is far from good enough to express my thoughts)
Beside the post mortem, you can play and rate my entry here:
I would also love to play your games, if they are playable on a linux machine
Leave a comment!
My fifth Ludum Dare, after a small 2 Ludum Dare break! I think this time went a little better than other times in terms of how fun the game is, though it suffered a little bit in that I wasn’t able to add as much polish as I would have liked. I used no middleware or prebuilt engines as I thought it would be worth the learning experience, and it sort of was! Here’s a breakdown of how things went:
Things that worked out
- I’ve been messing around with WebGL a lot recently, and thought it might be a good idea to try out a deferred lighting system for the map rendering. At first I thought it might take too long, but the final result turned out looking fantastic (and running smoothly too)! I’m definitely going to experiment a lot more with this in future.
- The grapple mechanic – I spent basically the whole first day tweaking it to work perfectly. You might not notice while playing – but the gravity force is actually disabled when using the grappling hook! This makes it much easier to swing around a point in a circular motion.
- The level editor I used, Tiled was completely on point! The editor was much more robust than Ogmo Editor, and the json export was a godsend.
- PxTone always amazes me – I have no idea how I was able to create music that fast.
- The graphics really worked out this time. I started each tile by designing specific palettes for them and then deviating a little. The result is quite striking!
Things that didn’t work out
- I designed all of the levels in the game in literally a few hours, so I couldn’t really streamline them.
- Only the level shown in the top gif really uses the platform switching mechanic to it’s fullest potential, I didn’t have enough time to integrate it into the others (especially level 2! those platforms before the swing around could have been switchable – but I had worries that the difficulty would spike because of it)
- I wrote the music in literally the last 30 minutes, so let’s just say that it incredibly accurately encapsulates how rushed I was at that point.
- Because I used no middleware or pre-made collision engine or loader – I spent a lot of the time setting up the game engine from scratch. If I didn’t do that, a lot more time could have been dedicated to level design and adding decorative tiles to the levels.
- No menus! No victory music! Altogether not quite as “complete” feeling as my previous games.
Making an accidental sequel
I’m going to ramble for a bit – so I’ll put a read more tag here. Click that if you want to, uh, read more.
Wooohooo, my (second) entry ‘unnano’ is ready to get played by you.
Play & Rate it, please: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=12061
Unfortunetaly, I didnt have enough time for music or special effects :/ I wasted my time with collision detection and animations
And the second disclaimer: you can shoot the big balls, but they neither fight back nor hurt you
I hope you’ll enjoy it as much as I enjoyed the last 47.5 hours.
Now: PLAYING ALL THE OTHER GAMES!! \o/ \o/
.. but I’m coming along anyway
If you’re curios, the game scenario goes here:
You’re trapped and have to find all keys, to get out.
Some keys are behind locked doors (which you can open with one of other keys).
Sounds easy, but the same world exists multiple times in an multiverse scenario – and there are the other keys.
You reach them by going through portals.
But there is one more thing, you know.. the time ..
Now, go, and get the right key, while it’s there – maybe in another world, you have already taken it..
I still have four hours, have I?
Still no real gameplay, but a new, possibly promising direction. Build connections by jumping around the level. What for? How should *I* know?
Time for some rest…
I’ve been working on this for about 8 hours, and I have something that looks like a finished game. Not sure I’m quite happy with it, but here goes!
I feel like making a second game! How about, a frogger clone where the frog gets a machine gun?
My progress so far:
I hope to finish all game mechanics (time & space traveling thing) today, so I can start modelling tomorrow \o/
I’m updating my github repository ( https://github.com/fourty2/LD30 ) regularly, if you want to follow my progress
I was (am?) really struggling with the theme this time round. Now I feel that I might be slowly getting somewhere. The basic idea is to have to sides (upper/lower) to the level, with two player characters, and the ability to push the level columns up/down.
Not sure how it will turn out, we’ll see.
This time in LD I will be using the GooEngine down at goocreate.com
I have been trying it for a while now and I want how far can one get with it.
I have already been playing arround a bit:
LD has always been an inspiring event for me, so count me in! Again I’d like to present a new goodie along with my “I’m in” post.
- Code: jgame.js 2D WebGL game engine
- Graphics: Gimp, Inkscape, Evolvotron, and my random game sprite generator (where applicable).
- Sound: sfxr, audacity
- Music: ????? (I’m going to look at this in the coming weeks)
Remember the 8 games I made for Ld#26? Probably not. It was one of my crazy experiments. But it did lead me to implement some genres I’ve done too little. Like platformers. I decided to take one of them (Roof Escape) and turn it into a bigger game. It started as a tile engine test for my new HTML5/WebGL game framework (more about that in my “I’m in!” post), but after more than a week, it turned into a lot of fun (for me, at least).
The problem with endless runners is that you don’t always get to shoot. This game tries to remedy all that by adding a flamethrower and loads of things to shoot at! Just remember to use your triple jump! Soon to be released for browsers, Android, and Ouya:
While working with WebGL for my Tsunami Cruiser postcompo, I suddenly got this idea for a new game. I noticed the number of Flappy Bird clones is getting silly, even on Ouya half the new titles are Flappy Bird clones. Since I have to produce something for 1GAM anyway, I created a game where you have to battle an endless onslaught of Flappy Bird clones with… Nyan Cat! Just attach a boxing glove to his rainbow tail… yeah right… then you have a great arena shooter, or should I say arena melee game! It’s only an alpha, so bear with me if there are technical problems.
Sorry, my gif grabber can’t handle subtle colours!
Finally, here it is: the first preview of the Tsunami Cruiser postcompo. It is written in WebGL. It reproduces the original gameplay, minus some bugs and quirks, with a major graphical makeover. I also added a piece of music I listened to while developing it Let me know what you think!
It works in Chrome, FF, and IE11, though there are still some technical problems which I did not get round to fix yet, so consider this a pre alpha version! Some known problems: My IE11 does a software fallback with glitching text. Sound implementation is still pretty crude. Chrome refuses to play music most of the time, it seems, and on some machines the music volume is very soft. There is still a lot of optimization to do as well. Then I can start adding enemies, pickupable bonus thingies, upgrades, etc. Ports to Android and Ouya are also planned.
There is no level select yet, but you can use the level cheat. Press L to advance a level!