About Andrew (twitter: @secret_tomato)
I like cookies, and games.
Also you can add me on G+ (let me know to add you to the ludum dare circle)
LD21 (escape!): http://www.ludumdare.com/compo/ludum-dare-21/?uid=5432
LD22 (alone): http://www.ludumdare.com/compo/ludum-dare-22/?action=rate&uid=5432
miniLD29 (horror): http://www.ludumdare.com/compo/minild-29/?uid=5432
miniLD30 (adaptation) http://www.ludumdare.com/compo/minild-30/?action=preview&uid=5432
Ludum Dare 33
Ludum Dare 27
Ludum Dare 26
Ludum Dare 25
Ludum Dare 24
Ludum Dare 23
Ludum Dare 22
October Challenge 2011
Ludum Dare 21
Awarded by johndrinkwater
on December 22, 2011
Not much to say. I’m in once again after a break.
With either processing or unity, depends on the theme and available ideas. My goal for this one is to have sounds that aren’t shoehorned in during the last 3 hours.
To make up for not having a linux playable version of my game (yet) I made a short gameplay video with some instructions annotated on top. Hopefully this’ll be at least partially useful.
A more lengthy postmortem may also be in the works
Progress: 2 Xs down, 2Xs and AI to go.
I’ll be going back to processing for this one and I intend to use a GUI template if I can finish it and release it by then.
Other stuff I’ll be using are sfxr, gimp, blender, audacity, maybe more, who knows.
A game of sad projectiles and princesses. A playable slightly outdated version here!
Will use either processing (again), unity, or haxe (with haxeflixel) it depends on the theme and my mood, and my willingness to update everything to their latest versions.
For everything else gimp, audacity+microphone, lms, aseprite, aviary music creator, blender may be used unless I find new better toys.
It took a far amount of time but I’ve finally gotten down to posting this.
I knew I wouldn’t have a lot of time for this one due to museums that needed seeing and other stuff I won’t be getting into, so I decided to cut corners and go for a unity game. The second bigger-than-a-test attempt at it as well, it didn’t turn out too bad.
I decided to go for a simple graphic style since I was neither inclined nor had the time to learn how to properly make 3d models, so I’ve made everything 2d, stuck them on panels and duct taped them together. It made for a nice explosion effect on death as well.
I think the enemies and weapons have a nice variety: cats which are fast weak and have shotguns, raptors which are slower stronger and have rocket launchers, sharks which are even slower have more health than you can shake a stick at and have m0ar rokkitz! and turtles which lob grenades at you.
I also managed to squeeze in an attempt at a gui and structure which is always nice considering I tend to leave those out.
The graphics took more fiddling than I had anticipated since everything has so many parts, and some colors got messed up for reasons unknown.
The weapons aren’t as balanced as they could be.
And worst of all the various creatures have a tendency to blow themselves to pieces, which I fixed for the kongregate version.
Not good, not bad, but unsightly are the sounds, courtesy of sfxr and aviary music creator. Oh randomize beats button you are my hero. Music and sounds are two things I keep struggling with with no obvious resolution in sight.
A unity shooter made in under 24 hours (with visiting museums in between). Long story, more will come in the postmortem in a while after I organize my thoughts. For now here’s a screenshot of the orchard. (there are also sharks with rocket launchers on their heads)
For now you can play/rate it here:
Standard fps controls. You have godmode. Friendly fire is on.
It’s far from done but if it dies horribly let me know.
I’m in with either processing, unity or maybe, and that’s a big maybe haxe, based on the theme/ideas.
Yup that’s right you guesed it. A last minute “port” to the chrome store for “I want to turn the heater on”. Couldn’t just leave it only on the play store could I? This version has the warping effects as originally intended, so if you haven’t given it a spin yet please do. Looking forward to any and all feedback.
A 2D game: the 1st and 4th dimensions!
This was not my original idea, not at all. I wanted to do a mind based conversation driven thing. I had most of the core done, no graphics though, a debug text skeleton of a game. I couldn’t figure out a clear entertaining and unboring goal for it so I scraped it.
Then I went out to grab a late lunch. It was already over 12 hours down on the clock, and I was zoning out looking for ideas half the time. Several hours later as I was walking back through rain the idea hit me. A mind in a mind in a mind.. mindception!
I figured I’d do something different this time and do all the art assets first. In case you remember my previous entries, I wanted to avoid cutting so many corners on the visuals. Only way to do that effectively was to get it nice and pixelly.
First I made the character, which looking back, I forgot to name or even assign a gender to. I guess that’s less relevant in the great scheme of things though.
I’ve done this, and all other assets in ASEPrite, which is a perfect little tool for it. Needs some work on managing layers but otherwise I have no complaints.
After I got the assets done I began fiddling with the ‘engine’ of the game. I basically made up a sort of scripting language, and made the game interpret it. This is what the ’empty coals into the heater’ script looks like:
add thu 16 2 100 0 3 Frederik:_It_seems_that_while_you_were_turning_the_heater_on_Miguel_took_your_bed_away.
add pot 12 0 40 0 1
add hed 15 0 50 0 0
add crw 11 2 100 -40 -1
add hl1 7 0 110 100 3 Miguel:_Your_bed_was_stupid,_but_I’m_hungry._Trade_you_the_pot_for_food.
add ge2 4 0 110 100 2 unlocksecond.txt -1
add fd 7 0 110 80 2 feedfish.txt fis
add sla 7 2 120 50 2 cut.txt swrd
Wasn’t complicated at all but took longer than expected. Making the level(s) took longer than expected as well, but only slightly. I intended to have a puzzle based on the warp mechanic and item drop mechanic, where the player would have to warp in certain spots and pick items up in a certain order to emerge carrying the right item in the right spot. I couldn’t get this right. It was frustrating to the player and unintuitive so I ended up dropping it alltogether. I did leave the steal-the-pot loophole instead and was positively beaming across the room when someone figured out they could do that.
I knew I could make sounds work, and how. I tried that after failing to get it right on my previous html5 entry. Problem was getting the sounds themselves. Well.. not really. My laptop came with a mic, and I had audacity installed. See where this is going? Most sound effects were done by mouth or various objects (like cereal) hitting the desk.
Maybe next time I’ll figure out how to loop music as well.
And that is that.
- I’ve figured out better/different ways to do things
- including scripting
- I’ve figured out worse ways to do things
- I’ve made a game that some people can easily figure out
- and have fun with
- And some people have trouble with
- and find frustrating
- And some people get weirded out by
- I’ve ported it to android
- And now I’ve written a post-mortem
Overall, not bad.
Have you ever wanted to turn your heater on but you were away from home? Wanted to see if your friends can turn the heater on? Now you can with… *drumroll* I Want To Turn The Heater On for Android!
You can grab it from the android market here: Click this text here <- that text there.
It can technically be considered a post-compo build since some Android optimization went into it I guess.
If you have NO idea what I’m talking about you can play/rate the game here: