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Simplification Quest – Timelapse and Post Mortem

Posted by (twitter: @Adbook_)
Tuesday, April 30th, 2013 7:26 am

It’s been two days since I posted the game, so I thought it might be time to write a post-mortem about it.

You can find the game here: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=15476

And here is the timelapse:

 

This was my second Ludum Dare , and my first compo entry (I participated to the 24th, but posted for the Jam).

I was expecting this LD to be awesome, and I was not disappointed. Making a game in 48 hours is definitely awesome.

 

So, here’s What went right:

  • The graphics: I’m usually more of a programmer than an artist, but this time, it’s like the opposite happened: while I was having a lot of programming issues, I managed to finish all the sprites I was planning to do, animate the 3 versions of the player, even make a little introduction, and all of this in -relatively- no time (1 hour for the player, 2 hours for the whole tileset, 1 hour for the intro).
  • The level design: In my last LD, I ran out of time and could only make four levels for my game. This time I made 9, which was what was planned. I also wrote a pretty useful level management system which allowed me to directly import Tiled level files (.tmx format). This saved me a lot of time, because Tiled is very efficient and fast, comparated to manually entering CSV values in a file…
  • The early programming:  I am starting to get pretty familiar with the tools I used for the development (C++ with Allegro 5). Indeed,  I  wrote the level management system, the basic gameplay mechanics and the renderer by midday.

And here’s What went wrong:

  • The time management: I posted my game 5 minutes before the deadline (which was 4 a.m for me @_@). While things were right on the saturday, sunday was a totall mess.
  • The music: I’m terribly bad when it comes to music composing, and this time there was no exceptions: I did not even manage to create a correct music for the game (But I did not have a lot of time for this, also).
  • The late programming: My code on sunday was the most buggy and unstable thing I had ever made in my entire life. I wasted at least 2 hours trying to fix Segmentation Faults, Level loading problems, collisions problems, etc…
  • Dealing with the theme: Minimalism did not really inspire me as a theme. I was tempted to make a game with minimalist graphics, and minimalist sounds, and say “Hey, look ! This game is all about minimalism!”, but after a LOT of brainstorming, I finally came out with this Reducing player’s capabilities every 5 levels thing, and this background story.

 

Once again, I really enjoyed making this game, and I’m looking forward to participate to the next edition !

Making Good Progress

Posted by (twitter: @Adbook_)
Saturday, April 27th, 2013 12:03 pm

I made a pretty good work today: The game engine is close to be finished, I implemented most of the mechanics, and even made a few animated tiles.

Tomorrow will be about design: making levels, designing an intro and an end, adding sounds/music, adding a few graphisms, particles, and the potato !!

 

Here’s a video showing my current progress (notice that certain mechanics are not viewable on screen because I did not take the time to draw understandable placeholders):

Allegro 5 C++ Basecode

Posted by (twitter: @Adbook_)
Friday, April 26th, 2013 8:35 am

I’m planning to use some basecode for my project, which you can find here:

http://adbook.tk/upload/allegro.zip

There’s nothing fancy, it’s just a basic C++ wrapper for Allegro 5.

I’m in !

Posted by (twitter: @Adbook_)
Sunday, April 7th, 2013 10:43 am

I will be on holidays during the Ludum Dare 26, wich means that I will be able to compete for the second time !

I will be using C++ with Allegro 5.

Egocell, The Timelapse

Posted by (twitter: @Adbook_)
Tuesday, August 28th, 2012 1:30 am

Here is the timelapse of the making of Egocell. Enjoy !

watch?v=kmLIPEU77E0&feature=youtu.be

Egocell – Post Mortem

Posted by (twitter: @Adbook_)
Tuesday, August 28th, 2012 1:26 am

What went right:

Programming: Even if the game is a little buggy, it was my first C++ game, and I am amazed by the fact that I really finished the engine. It has a lot of unused or incomplete features, because of a lack if time.

-Beginning: I got the idea in the first half hour of the ld. Then I directly started programming. The first day was really productive, I designed the project’s architecture, implemented the level loading system, the player…

What went wrong:

Audio: I totally forgot about audio. I added a few sounds in the end, but did not have enough time to create a soundtrack.

Level design: My choice of making 16*16 sprites resulted in 400*100 tiles per level. Making four levels took me 2 hours. For the next LD, I will make a content generator.

-Bugs: I had a LOT of f***** bugs, mainly in the third day, maybe because of the stress. My compiler really made me have a bad time. I lost a lot of time in fixing some obscure file loading or allocation errors…

-Spriting: I have never been good in graphisms. Making 4 programmer-art mobs took me half a day in total.

-Time: I was absent on sunday afternoon.

 

Conclusion:

Pfew, I had a lot of problems during this first LD, but I also acquired a lot of experience that will be usefull for the next one ! Ludum Dare is a great experience !

Just in time !

Posted by (twitter: @Adbook_)
Monday, August 27th, 2012 6:38 pm

I finally posted Egocell ! It was hard to do, and I faced a lot of nasty bugs, but I did it ! You can check out the description Here

b

I had to leave my PC for the sunday afternoon, and until then i got really late.

The game finally has 4 big levels and a few mobs.
I will post a decent post mortem later, and a timelapse.

Rhaaaa

Posted by (twitter: @Adbook_)
Saturday, August 25th, 2012 11:10 pm

Sleep, they said…

It will be cool, they said…

 

(yes, I woke up too late…)

Making progress

Posted by (twitter: @Adbook_)
Saturday, August 25th, 2012 7:18 am

It is looking ugly (even for programmer art :P), but I’m proud of the level management system that I coded this time.

Egocell

Posted by (twitter: @Adbook_)
Saturday, August 25th, 2012 5:34 am

My game will finally be talking about a cell (wow!).

This cell is very egocentric and narcissic. Located on the human brain, she is thinking about looking for a new body (yes, this cell can control bodies), becauseshe finds the human body nod good enough for her.

So she jumps of the human, and accidentally gets on a rat. For her, controlling a rat is horrible, so she begins running and searching a new body.

After one level, she finds a rabbit. She continues to search a better body, though.

 

She will find a new body at the end of each level.

 

Oh, and here is a screenshot of the game:

 

What ? No, I’m not late…

Oh, and I’m streaming here: http://fr.twitch.tv/adbook

I’m streaming

Posted by (twitter: @Adbook_)
Saturday, August 25th, 2012 3:37 am

I just found a way to stream on linux, so I post the link here: http://fr.twitch.tv/adbook

I’m in !

Posted by (twitter: @Adbook_)
Friday, August 24th, 2012 3:18 am

Hi everybody!
The ld24 will be my first ludum dare.
I hope to find enough time to finish my game, and to have fun making it. I’m very excited about it (and impatient) !
I have a small experience in making games, but this time I think I’m ready.

For programming, I will probably use C++, with Allegro 5, Chipmunk and LuaPlus.

The tools will be The Gimp and lmms on Linux Mint 13.
See you in three days !

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