Now:
October Challenge 2014
Ends in:
Sat, 01 Nov 2014 00:12:00 UTC

Coming Soon:
Ludum Dare 31
December 5th-8th, 2014
Sat, 06 Dec 2014 01:00:00 UTC

ConstructionPlease excuse the site weirdness. Mike is making and fixing things. Clocks are probably wrong. Colors are place-holder.


Ludum Dare 31:

Ludum Deals

???

 

Recent:

MiniLD #XX


About Benjamin (twitter: @@benjamin_soule_)

I'm a french gamegesigner from Lacanau - FRANCE

Entries

 
Ludum Dare 30
 
Ludum Dare 29
 
Ludum Dare 28
 
Ludum Dare 26
 
Ludum Dare 25
 
Ludum Dare 24
 
MiniLD #34
 
Ludum Dare 23
 
Ludum Dare 22
 
Ludum Dare 21
 
Ludum Dare 19

Benjamin's Trophies

Numb Thumb - Replay Value Award
Awarded by Suese
on December 20, 2012
The Quest of Ham Award
Awarded by nSun
on December 18, 2012
Pika's Award : Micro farmers
Awarded by Lehun
on April 24, 2012
Secret Dev Award
Awarded by Selliato
on April 21, 2012
Shooting Game Award
Awarded by RedError Suru
on December 21, 2011
The "Oh no ! Don't stop after so much work" award
Awarded by Ma_c_hi
on May 1, 2011

Benjamin's Archive

My progress so far

Posted by (twitter: @@benjamin_soule_)
Saturday, August 23rd, 2014 10:49 am

This is a screenshot of my game.

You need to connect planets by using trade / diplomacy / alliance between the 4x aliens races.

dev_0

I’m in for LD30 !

Posted by (twitter: @@benjamin_soule_)
Friday, August 22nd, 2014 7:15 am

My tools are :

– coding : haxe && flashdevelop

– gfx : graphicsgale || maybe flash if vecto

– music : VMML || Sunvox

– sfx : VMML || Labchirp

Good luck to everyone !

my 10th ludum dare…

Posted by (twitter: @@benjamin_soule_)
Friday, April 25th, 2014 10:24 am

… and still excited as if it is the the first one :)

I will use :

Programming language : Haxe

Graphism : Graphics Gale

Music & Fx : VMML

And my lib

Good luck to everyone !!

A precious Arrow : Timelapse + Music MML Language

Posted by (twitter: @@benjamin_soule_)
Monday, December 23rd, 2013 8:00 am

Hello everyone ! I’m here to present you the timelapse of A Precious Arrow.
It may be more interesting than my previous timelapse, because I spent much more time on leveldesign and gfx on this LD28.

 

I also would like you to have a look at MML Language.

Maybe some of you already know it, I made a post in May about it
This language let you define music with just text, here’s an example from my LD28 entry :

#A=%1 @8 l8f4<c4r >f<cfd+d16d+16c4 r4^8>a+16<c16
d4>a+4 r a+ag16a16ra+<c4r2>
f4<c4r >f<cfg d+4r r4^8 f16g16g+gfd+fc>g+<c>f4 r2rrr1r1;

// RYTHM
%1 @9,,,36 q1
$>g<reo8l16cccc;

// BASS
%1 @1,,,30 o3 l8
$ frffrf l16 d+d+d+r l8 frffrd+16 l16 fgd+>a+r;

// MAIN
$A;r32$k-3A;

// ++
%1 @4q2,,40 %v2,4 v10
$l16ff((ff((ff((ff))ff))ff))ffff <ff((ff((ff((ff))ff))ff))ffff>

I made a tool to read and visualize MML music you can past the string here.

I think this MML format is a very good start for every coder who think he will never be able to compose a game music.
By just typing note  code ( c d e f g a b ) and tempo numbers ( c4 d4 e2 ) you get a real script feeling far from what we usually see in trackers.

I hope other people will be able to compose music for their game with it.

End post Bonus : some epic cyclop battle gif for you !

A Precious Arrow

 

A Precious Arrow : Post Mortem

Posted by (twitter: @@benjamin_soule_)
Wednesday, December 18th, 2013 3:54 am

Fight monsters and boss with just ONE arrow in A Precious Arrow

sc_1

 

What went right :

Platformer Trauma healing :
Making a platformer is a classic choice for most of us but I was really scared about it because I had a huge failure at LD20.
Back then, I just spent most of my time on high res animation ( by high res I mean 32×32 :D )  and collisions detections.
I decided use this experience as a lesson and retry. By using only 16×16 tiles and very simple collisions system I was able to do better than my first attempt.

Editor :
I had to choose between notepad levelediting or try to invest time in a basic level editor. I spent a couple of hours on the second solution and I dont regret it.
It mades my game edition a lot easier : I was able to switch to edit mode in any place and each change was saved on a cookie.
At the end I was able to travel, modify game flags and edit world very quickly, it helped me a lot for leveldesign but also had bad consequences ( see later : high difficulty )

Sprite Editing :
With my previous LD entry Four Scepter I learned to use limited color palette. I’m still a bit newbie at this, but it’s already saving me a lot of time and give the game some fine art style ( which is usually not my best ).

Specific monster’s mechanic  :
For this game I wanted most of my monsters to have a specific mechanic and not to be cloned over and over on all screens.
I think it’s what makes shadow of the beast games so special. It makes each screen unique and give the player the will to explore the world.
Of course because I was in 48h jam I lacked time to design all the monsters I wanted and I had to fill up gap with those bugs, bats and frogs. But I still have 4-5 unique monsters and i’m pretty happy about it :D

What went wrong :

High difficulty :
That’s the main problem. Every comments agree  and I was really unaware of that before I submit the game.
I think I tested the game just bit by bit, without having a vision of the whole. Each time I designed a part I was gaining skills by testing it over and over without realizing how much time people will need to gain those skill without the dev cheat mode.

Unclear goals :
Some of my puzzles can be solved with skills instead of the real solution. That is a very BAD idea. It refrains people from looking the clever solution and reinforce the feeling of a high difficulty game.

Ending sequence :
I spent way too much time on them. I was happy about it,  even had 2x differents ending for the game. The problem started when I realize how difficult the game was and that very few people will actually see them. This is the second time I make this mistake ( first was with LD22 entry : Final Trip Soccer ).

My titlescreen :)

Posted by (twitter: @@benjamin_soule_)
Sunday, December 15th, 2013 12:24 pm

Only 6 hours left and so much work to do !

I still have no sound, but I have just finished the save system and the title screen :

one_arrow_title

Hold on everyone !!! It’s the final straight !

You only get one arrow.

Posted by (twitter: @@benjamin_soule_)
Friday, December 13th, 2013 8:17 pm

one_arrow

I’m in…

Posted by (twitter: @@benjamin_soule_)
Friday, December 13th, 2013 3:33 am

.. for my 9th Ludum Dare :)
I gave up on 2 of them, so I hope everything will be ok for LD28 !

// code : haxe3
// gfx : graphics gale, adobe flash
// sfx : sunvox, vmml, labchirp
// libs : download here

games_ld

Adventure game == code nightmare

Posted by (twitter: @@benjamin_soule_)
Saturday, August 24th, 2013 4:49 am

dev_0

Suffering a lot with all the object interactions.

And I’m pretty sure I will find out on monday, that tons of good adventure game maker could have spare me this mess.

Anyway I will do my best to finish this in time !

Good luck to everyone !!

 

Count me in !

Posted by (twitter: @@benjamin_soule_)
Friday, August 23rd, 2013 6:26 am

i'm inMy 9th LD… And still excited like for the first one :)

This time I’m back in the Motion-Twin Factory and will code in nearly perfect conditions !

 

I will work with flashdevelop and Haxe

For graphics : Graphics Gale

For music : my own tool VMML if I go retro, or maybe sunvox or pixitracker

here are my libs

If you didn’t try VMML ans still looking for a music/sfx editor, you can check my previous post !

Visual MML – music language editor

Posted by (twitter: @@benjamin_soule_)
Tuesday, May 28th, 2013 11:26 pm

On LudumDare 24 I was amazed by super clew land audio. After some research on Matt Grimm blog ( the composer ) I heard about this wonderful music language MML

MML let you define music with a short but unintuitive script. you just have to type “c d e f g a b c” for the differents notes and learn more commands to adjust volume, note duration, tempo etc

Learning MML is not very difficult, but unlike classic trackers, trying to picture what a song looks like by just look at the code almost impossible.

So I create this tool to make MML more visual : VMML

sc_0

If you are interested in creating retro game music, you should have a look

You can also create sfx although it requires a solid knowledge of MML.

I have added some samples to learn the basics commands. The full documentation is here

With AS3 orhaxe, you can play MML in your game with SION lib. For other platforms, VMML Also have a render WAV option.

Here is a sample music loop :

[stextbox id="grey" shadow="true"]#TABLE0{(254,0)100};#TABLE1{|(-16,16)8};
%1@2 l16 v4 $[aga>c>gac>c][<<gdga>ga<c>c];
%1@1 l1 v4na0np1 $agagcgc>g<;
%1@9 l16 v2q4 $(2a)2 rreraaa;[/stextbox]

Bonus sfx

[stextbox id="grey" shadow="true"]%1 %v1,4 l32[@9c@3d>*e)]8[/stextbox]

Jump sfx

[stextbox id="grey" shadow="true"]%1 @7 @rr32,64 na0 c32[/stextbox]

Four scepters : post mortem

Posted by (twitter: @@benjamin_soule_)
Thursday, May 2nd, 2013 7:23 am

post_2

Here’s the game I worked on :

4 Scepters a game with 4 heroes, 4 levels and 4 dev mistakes

<< What when right >>

Colors : Usually I’m not very good at restricting my color palette, but this time it was ok.
Apart of the title screen all the tiles are 4 colors only ( counting the alpha )

Different plays modes, titlescreen + ending : I could polish the game a bit more than expected and I’m happy with the result.

Supply : Well, I guess I’m not the only one here, but I had a very good help from my wife for food and drink supply.
We’re currently traveling, and she agreed that we stop one week-end for the LD and spent a lot of time bringing me the best indian food when I was coding days and nights in the hotel.

post_1
<< What went wrong >>

Complexity : This minimalism theme was a chance for me to be more concise and focus on one basic and simple idea.
I was thinking I will achieve that by making a simple roguelike with 4 direction only control.
But once again when I came to leveldesign , I freaked out and create tons of redundant options/monsters.

Four heroes : This was the first mistake, the core idea was good enough to work without specific heroes mechanics.
I think I added them because I’m always troubled with the game replayability.
So I decided to add those 4 heroes, and eveldegign became a real nightmare

Leveldesign : Obviously, creating 4 puzzle with only one solution per hero is almost impossible in 48h
I should have foreseen that, but once again I was too ambitious. I had a very clear idea of the objective, and I didnt took time to check if it fits in a 48h compo.
So my solution was : Ok, let’s play with the 4 heroes in a row in the 4 levels and maybe nobody will notive my problem. That’s cheap.
Now I’m a bit disapointed because I can see the game potential, and I think I ruined it with some very poor leveldesign.

 No music :  I postponed it until the last 3 hours and then realized that I had no time to do it, just 1 hour rush for sfx. Very sad.  I know those kind of puzzle doesn’t need a music so bad, but I wanted a complete game

post_0


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