Here’s a crazy question: if you’re trying to make a 3D game, are you allowed to use character and animation generators, such as Autodesk’s Character Generator, for Compo? Since asset generators like SFXR are encouraged, I was wondering whether that was applicable for these set of art assets as well.
So why do we still do these anyways? It makes sense if you have public assets or a code base to declare, but for the rest of us what’s the point? If someone doesn’t do a post and then enters, no one will notice. I suppose it’s just tradition, but for the sake of argument, here we go:
For Ludum Dare 32, I will be using the following tools:
3D Asset Creation:
2D Asset Creation:
Monitor Power Cord Repair:
Tools I Will Not Use:
Hammers, Screwdrivers, Wrenches, etc.
I did it. Yay.
You can check it out here!
This is my first #minild and the first time that I really participate in a Ludum Dare event. There was other two times that I’ve joined in, but I wasn’t able to pass through prototype stage because of time constraints. I’ve never could be more than 5 hours developing during the 48 hours time span, because of ‘life stuff‘. This 7 days #minild allowed me to really get into development, start to finish, including making decent graphics and polish.
So, the idea was to make an action pong, one that you really have to time your reaction, besides positioning the paddle, to be able to rebound the ball with some kind of attack. This and a baseball resting on my desk resulted in BaseBrawl!
I’ll try to do a mini devlog/post-mortem/whatever here:
First of all, prototype! HaxeFlixel was just awesome for that. I started to develop the game on 23. 24 at night I’ve already got the final prototype (keys: A / Z / arrow keys), while learning more about HaxeFlixel’s API.
And I’ve managed to implement most of my designs which I highlight:
- Swinging the bat up or down, controlling the ball motion;
- The closer the ball to your character, stronger the strike. In game there are 3 levels of strenght, but through code I could decrease/increase that with ease, by changing a number;
- Some basic but powerfull AI. Again, changing a number, I could set when the Computer would start reacting based on the percentage that the ball has traveled throught field. E.G.: if I set it to 50, AI would react when the ball reached the middle of the road. That as awesome for difficulty tweaking.
- The cars and manholes were all tweakable too, setting some time range values to them randomly appear between them.
Some of them I was not able to do it, because I really wanted to focus on art + polish and feel that the game was finished. They are:
- Variable ball angle rebound depending where the ball was hit relative to character Y position. That would add more deepness to gameplay strategy;
- Gamepad support;
- Porting and testing to other platforms (although HaxeFlixel is PERFECT for this, I preferred to worry more about polish than porting, because, in theory, everyone can play the Flash version)
So, prototype was ready, time for some basic art! I started with the baseball CEO players and I think they came out very good. It was like my second time doing pixel art and my first animating them. I’ve struggled to do a 4-frame walk animation, but they were bad. Really bad, like they were always moving the same leg back and forth. Then I went for the buildings (weird perspective, but I think they work), road, ball, cars and finally manholes. I used 2 days for that. It was very challenging (and some times frustrating) but I really like them.
Friday came, last day to jam, time to polish! I rushed a lot and then I got:
- Sounds with bfxr, music with autotracker. The stronger the hit, more intense the sound of it.
- Lots of screenshake + screenflashes (out of the box with HaxeFlixel!). These were awesome to give more feedback to the player. Stronger the hit, stronger the screenshake. The strongest strike flashes the screen. When someone scores screen flashes with the respective color;
- HUD with the scoreboard;
- Ball Trail and Hit Particles;
- Win / Lose Conditions;
- Two-Player mode;
- Menu + Game Logo + Tweens! (Tweens are awesome, and again, out of the box with HaxeFlixel);
And that was it! I had lots of fun, it was my first #miniLD, #1GAM, complete game, start to finish, art and polish, and it really motivated me to do lots of others.
I’ll see you at LD#32. Yeah, I’m in.
IN. Yup, I’m in. After MiniLD #58, I feel confident that I can complete the 72 hour jam and have something playable by the end. Can’t wait to see what the theme will be and to get started!
Game Engine: Unity 5
Artwork: Adobe Illustrator & Photoshop
Music: Not sure yet
Audio Editing: Audacity
This’ll be my second LD ever, long after my first failed attempt, so I’m pumped.Really looking forward to seeing what I can make, and -if- I manage to make something playable at all.
My tools this time will be:
- Paint.NET – Graphics.
- bfxr – Sound generation.
- FlStudio (maybe) – Music, if I decide to make any.
- Audacity – Sound editing.
- Brackets – My HTML5 editor of choice.
Hope I didn’t forget anything. :S
My only hope this time is to actually make a playable game in 48 hours.
As for the theme, anything goes in my books!
This will be my first full compo coming off the back of my first ever miniLD. Really looking forward to seeing what I can produce and joining in the community spirit throughout the weekend
I haven’t fully decided yet but it will most likely be:
Visual Studio 2013
SFXR / BFXR
C++ (SDL with OpenGL)
I’m looking to have a finished, playable game and to learn at least one new thing through the process
I really don’t mind.
Good luck all and hope to chat to some of you on IRC through the compo
I finished my MiniLD entry Ponball. As usual there’s a lot of room for improvements but playing with my girlfriend showed that it can actually be a lot of fun. There’s also an AI opponent if you don’t have someone else to play with.
I wish I had the time to use a different camera perspective because everything looks way cooler if not watched from a top-down perspective. But – well – whatever – that’s the way it is.
Check out the game RIGHT HERE and let me know what you think!
Or watch the video (but I can guarantee that playing is much more fun, especially with a second player ;))
This is going to be my first full Ludum Dare, and I’m really looking forward to it! I’ve been watching the countdown for it since January. Crazy anticipation!!
I’m hoping for a nice finished game, that’s plenty-o-fun, and fits the theme.
What theme am I hoping for? “You have no weapons”, or “You are the enemy.”
Yes! Let’s kick of the i’m in posts for the LUDUM DARE 32, seeing as there are only 18 days till it happens.
I am IN!!!
- LWJGL (possibly)
- If not LWJGL I will probably just use JavaGraphics
I am hoping to come in the top ten people (this isn’t going to happen. But there is no benefit in trying otherwise)
Good Luck to everyone else doing the Ludum Dare
I would like to discuss with you what my approach was for creating this game.
First of here is the entry page: http://ludumdare.com/compo/minild-58/?action=preview&uid=32655
Google Play Store download link: https://play.google.com/store/apps/details?id=com.bruynhuis.pixelpong
And a preview video:
So I was aware that there was a Mini LD this week but it was only until Tuesday that I decided to enter.
And the only reason I entered was because an idea for a game came to me.
The tools I used:
- Game Engine – jMonkeyEngine
- Texture editing – GIMP
- Sounds FX – bfxr
- Sound editing – Audacity
At first everything went very well.
I had some problems with performance when I converted the game to run on android and the reason for this was the amount of individual objects passed to the graphics card.
The first moment I batched those spike objects I had an instant increase in FPS.
Other than that, this game took me about 6 hours of work.
I wanted to learn Box2D just in case I need it for the main Ludum Dare. Then I thought, hey, you know what’s really simple and what I’ve just been working on? Pong! And the competition is still open? WOOO!
I’d done Blorf Pong (a WebGL game) as a joke but I thought I could probably at least put in *some* effort.
I also decided to fine tune the AI a little bit too. It’s all driven by impulses through the physics engine now, so the AI is now “perfect” except for doesn’t quite have the level of accuracy it might want. It *can* be beaten but you have to be really quick.
On the visual side I thought I’d add some particles as well. Because particles.
— Totes Inapprops (@CharlotteGore) March 30, 2015
Am very happy with Box2D but feeding it data is going to be a problem so I probably won’t be able to sort anything out before the next Ludum Dare, but the one after… hope so! Really looking forward to the next Ludum Dare now. Probably won’t be making another game like this for a while though.
When making a pong game I went through the gaming bible and realized there are three things all games must have. Shoot Mechanic, Quests, and Boss Battles
A game that is heavy on the story with a side of fantasy. Play it here!