Here’s my work in progress for the post-compo version of TAG! You’re it!
I added a fourth kid, a new animation for the “hide” move and I’m going to try making it multiplayer so you can play with friends (on the same computer)
If you haven’t played the compo version and want to, here it is! Leave a rating and comment so I can play your game as well! Thanks
This is the start of my work on AIs for my game. This is basically a game of tag between you and the AIs (and hopefully a friend or two in local multiplayer), but with a dark twist…
All right, back to work!
This one will be a bit trickier for me as I’ll be ditching Haxe for Unity for the first time in a jam…
I’m expecting to be a lot slower than usual because of that, so I’ll try aiming for a really simple game, and I’ll give myself bonus points if I manage to create music this time 😉
– Unity for the engine
– MonoDevelop for the game code
– FlashDevelop for the web code
– Photoshop for the graphics
– FruityLoops and/or sfxr for the audio
Have fun and good luck to you all!
EDIT: forgot to add that my code will be on Github right there.
Since we lacked the time for adding a proper tutorial in-game, here’s a short video demonstrating the basics of our game
You can try it for yourself here: http://01101101.fr/ld32/
All in all, we pretty satisfied with our result, although a couple thing could have gone better:
– Content. There is not enough levels, no logical progression between them, and no tutorial level like we planned…
– Leaderboards. The scores are saved and the best one is displayed for each level, but anonymously. Obviously we wanted to allow players to enter their name and brag 😉 Also we wanted to have a second leaderboard for times (so you can see how quickly people beat the levels).
– Finishing touches. Although we’re happy with our UI and screens, we didn’t get the time to finish the Win/Lose screen, and there is no satisfying ending to the game.
But like I said, we’re happy with the rest, and those of you who played it seem to agree, so all is well
First off, thanks to everyone who played my game or will play it in the coming days!
As always, it’s great to have your feedback and there is two things in particular that I want to work on for a future version:
– the chests confusion: every chest you open in the dungeon contains 3 items you can choose from: 2 random bonus items and a dungeon upgrade. Since the upgrade is the last item and the arrow keys are not that visible, lots of people just went with the first bonus item without even seeing there was more in the chest… So yeah, huge mistake on my part here, since the upgrades are essentially what makes the whole game interesting and not just a senseless button smasher.
– the predetermined path: I wanted to impose a path for two reasons. Mainly so that you can always explore every room (unless you die too soon). Since you can’t go back to a previously explored room, choosing your path could lead to blocked off area, and at the time I didn’t want that. Now I feel it’s not such a big deal, since blocked areas potentially mean less money for you, so your call really. The other reason was so you couldn’t get all the chests first then get to the end without a fight. Now I think I know how to adjust the game so that you can choose your path and still have a fun and balanced run.
Anyway, Ludum Dare was once more a great experience and a ton of fun!
Waiting for the results now, as I’m playing and rating really cool games you made. Great work everyone!
PS: click on the gif or this screenshot to give Ram Dungeon a try!
I submitted Ram Dungeon last night, not as polished as I’d hope, but it’s playable all the way through the end and fairly well balanced in my opinion.
Click the screenshot to access the LD page for it.
Yeah my spritesheet right now is a mess of pretty much finalized assets and ugly placeholders XD
As for the code, I rewrote the entire engine earlier this morning, it’s now much simpler and funnier to play.
Aaaand I finally found my main character: a ram. Why? Yes, that’s why.
Here’s a bunch of non-polished sprites I made in the last few hours. Still haven’t decided what my hero will be, same goes for the enemies.
The goal is to gather as many jewels and gold coins as you can before exploring the whole screen/map. You can choose to increase the difficulty almost whenever you want in order to earn more from your explorations, but if you do it too soon you might not be strong enough to resist the monsters.
The engine is mostly done, but the game lacks feedback and I haven’t coded the fights yet.
I’ll try to finish in time for the compo, but I still have a lot to do (not to mention sfx and music ^^)
This one would be my 10th LD in a row, so it would really be a shame to miss it, don’t you think?
Not sure I’ll be at my full potential but I’ll try to submit something at least.
As usual, I’ll be programming in Haxe with FlashDevelop and making graphic assets with Photoshop or GraphicsGale.
I’ll worry about the sound at the last minute and will probably use one or some of the tools listed here, if any.
Good luck to all!
Yes indeed! The Hall of Fame for StarShrimp Trooper now comes with a level filter, so you can see how much faster you’ll have to go to beat the record for each constellation (unless you did the best time, in which case you can now enjoy seeing your name at the top of the list ^^)
As you can see I’m still undefeated for the One-Eyed Otter level, so what are you waiting for?!
Making the bad guys was much more easy than hero, but I drawn a lot of sketches just to be sure it would be easy to animate in a 2D game.
If the character is easy to understand in a quick-made sketch, it’s sure it will be easy to animate
I use watercolors to see very quickly the concurrences between the different characters. The main difficulty was to have a color harmony between them and be sure that the player can recognize which enemy it’s keeping focused on the shrimp and the next star it has to reach.