Ludum Dare 35
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Thanks everyone for coming out! For the next 3 weeks, we’ll be Playing and Rating the games you created.
You NEED ratings to get a score at the end. Play and Rate games to help others find your game.
We’ll be announcing Ludum Dare 36’s August date alongside the results.

Melody’s Post Mortem

Posted by (twitter: @aaghgames)
August 25th, 2014 1:14 pm

With our game, Melody’s Long Ladder Home (play it here!), complete, it’s time to look back a post mortem of our experience in Ludum Dare 30.

The Good:

  • We – my friend Will and I – learned allot. We learned how to best use our tools (especially Stencyl) in the future, and we learned about the awesome game dev community out there.
  • Our live stream was fun and fruitful. We got to interact with interesting people and had a blast doing it. We did over 12 hours of total streaming over three days (which is nothing compared to the 24 hour Extra Life marathon stream we do).
  • Our game turned out well. We really like the result, and actually impressed ourselves with it – we weren’t sure what we were going to come up with, but this turned out well.

mllh2

The Bad:

  • Turns out Stencyl has some technical limits, and we kinda pushed beyond them. Namely, we overloaded it and started getting 3-5 FPS while testing. Fortunately the game exported fine and runs smoothly outside of Stencyl.
  • Some idiot running our live stream’s video feeds (me) forgot to turn off the full screen webcam for several minutes on two separate occasions. Not really a big issue, but c’mon… that’s a rookie mistake.
  • I personally didn’t sleep worth a darn the entire competition, so I’m looking forward to a long night’s rest tonight.

Long story short, we had fun and hopefully everyone else participating had fun as well. See you guys next time!

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One Response to “Melody’s Post Mortem”

  1. Aglavra says:

    I had the same issue with Stencyl. My game was lagging when I tested it within Stencyl, but when I published it to .swf, closed Stencyl and run the game, it worked fine. It seems that Stencyl uses too much resources. But otherwise I like this tool, it spared for me much time, especially on early stages of developing a game.

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