About bitbof (twitter: @bitbof)

I paint, code, and mess around. More of my stuff at http://bitbof.com

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Ludum Dare 26
 
Ludum Dare 25
 
Ludum Dare 23
 
Ludum Dare 22
 
Ludum Dare 21

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I dare say

Posted by (twitter: @bitbof)
Sunday, April 15th, 2012 7:44 pm

Hello again to all you strangers. I can’t believe it’s that time again….way too quickly.

 

If somebody is interested in being testing buddies (testing each others wip entries) hit me up.

See you on friday.

Let’s get earworms

Posted by (twitter: @bitbof)
Sunday, December 18th, 2011 5:45 pm

so…I’m done with the art.

 

http://bitbof.com/ld22/

Trying to make some music and sound in the remaining time. oh god

Let’s get artistic

Posted by (twitter: @bitbof)
Sunday, December 18th, 2011 9:22 am

yo…

been wasting too much time on the physics. So I’m badly behind my schedule.

Anyways…I’ve settled for much less gameplay. That’s finshed for the most part. Now I’ll focus on graphics and sound which will make it way more obvious what all of this is about.

http://bitbof.com/ld22/

 

 

Let’s start

Posted by (twitter: @bitbof)
Saturday, December 17th, 2011 10:54 am

Hey…

For the most part of today I have been brainstorming ideas. I had a lot of abstract ideas but nothing where I exactly knew how these game ideas would play out.

I’ve decided to go with one and put some time into thinking through the mechanics. It could turn out to be fun. But it’s a lot of work and many things have to be worked out quickly.

My goal is to finsh the gameplay until around Sunday noon and then just focus on making the art und music more interesting.

I started coding about 2 hours ago and I got some initial results pretty quickly. I’m trying to make the collision work atm. I guess it’s one of the biggest struggles. Then it’s all fun…I hope ūüėõ

Check out my current progress here:

http://bitbof.com/ld22/

 

I will probably update every hour. My actual game idea will be anounced when I have some working gameplay.

 

Keep fightinggg

poop

Posted by (twitter: @bitbof)
Monday, December 12th, 2011 7:08 pm

I’m in.

libgdx, ableton live, ps, kleki

Elastic Post-Mortem

Posted by (twitter: @bitbof)
Saturday, August 27th, 2011 6:40 am

Someone playing Elastic Prison

Alright so here go my final thoughts.

Game Mechanic:

I’m pretty happy with how everything went. The first day I spent a lot of hours just brainstorming, trying to come up with a really cool and simple concept. I’m a big fan of generated content and simulations that give the player something interesting and new to play with. Something that encourages the player to experiment instead of just running through everything completely deterministic. And I came up with a concept that was just way too abstract, and I wasn’t able to fill the blanks with working/realistic ideas. So about 10 hours in I somewhat hit a wall and was feeling quite stressed out. So I remembered to keep it dead simple and came up with what turned into my final entry. Elastic Prison, a game where the player controls a ball that is attached to an elastic band that keeps pulling it back to the starting point. And for the player to free himself, he has to cling & swing himself from one floating hook/ball to the next to maybe reach something that will remove this rubber band.

First I focused on how the player controls this ball and how the elastic band attaches itself to these hooks. I had something running pretty quickly and felt satisfied with the controls. Then I started to focus on the actual level creation. I knew there needed to be some variation so I created different kinds of hooks. I also put a few minutes into improving the performance so I could just throw everything into one big level. ¬†The next step was creating the level. I did so by making one challenge at a time for me.¬†Every time¬†I tried to make it different from the previous one, or even so that it¬†builds¬†on the skills that were acquired¬†earlier. I tried to make later parts of the game really hard as I hear people are complaining a lot about games being to easy these days. So I could just barely play through these final stages that I created. Still it’s not impossible and after uploading my submission I recorded a 12 minute¬†play through.

Tech:

Using LWJGL was a pretty straight forward decision but looking back it might have been smarter to choose libgdx because it’s LWJGL + more nice stuff (mp3 support). It’s been smooth sailing with LWJGL though. Currently I’m working on porting my game to libgdx to maybe have it run on android or as an applet.

Sound and Artwork:

Those were the things I was most confident about and surely enough I was really quick. Ableton and Photoshop did their job well. The sounds turned out a bit quiet though.

Feedback:

I have to say I was quite surprised with the feedback. Yes people liked the concept, art and sound but had a gripe with the controls, expecting them to behave differently and not really being able to figure out how to master them. And they were quite frustrated about how checkpoints work, as they won’t keep ¬†you forever¬†from going back to the beginning. Well I can see now how people expect the controls to work and it’s too bad that I didn’t hear that kind of feedback before I uploaded my final submission. While working on it I was told it is hard but fun, which is what I was going for. Now to the checkpoints. I guess the problem here lies completely in not communicating well enough how they work. The funny thing is that it is a really simple concept. Every hook behaves the same way. But some might hold you longer, depending on their size. You won’t end up at the beginning if you understand this concept and make sure to reattach yourself to these large hooks again when they stop glowing.

Once you get it it’s a challenging and interesting concept. And I thought it goes quite well with the theme. The player is trapped and tries to escape. Once he stops struggling he is in danger of being back where he has started.

Future:

I look forward to the next Ludum Dare. I’ll make sure to get more feedback while working on my game, and to keep it simple straight from the beginning. As for Elastic Prison, I’ll make it available as an Applet and maybe do some more with that concept sometime in the future.

 

My Entry

tmlps

Posted by (twitter: @bitbof)
Tuesday, August 23rd, 2011 12:22 pm

Here it is. I kinda screwed it up though when I stopped and restarted chronolapse…sometimes it didn’t record. So some hours are missing. Better luck next time, and I’ll try to have one of these neat on screen clocks.

 
My entry: elastic prison

Elastic Prison Gameplay

Posted by (twitter: @bitbof)
Tuesday, August 23rd, 2011 8:20 am

Here are a few minutes of gameplay of my compo game “elastic prison”. I think the compo went quite well for me. Considering this is my first time here and that I haven’t really finished a game in a loong time.

Go to the entry page to download it.
I’ll post my time-lapse later today. And maybe a complete playthrough sometime this week, because I like the ending.

Hard game to test

Posted by (twitter: @bitbof)
Sunday, August 21st, 2011 10:34 am

Hey

My game is in a playable state. I haven’t finished the level yet. But there is quite a bit which you can play so far.

Download Beta2     arrow keys to control

Does it work? Are you good enough to reach the “E” at the current premature end? Do you like it? Do you get why it’s an escape?¬†Any name suggestions?

Ton of artwork, titlescreen, ending still to make. I got music, but it’s not really running yet. Thinking about switching to libgdx to get some stuff to work easier.

Some progress on those balls

Posted by (twitter: @bitbof)
Sunday, August 21st, 2011 4:39 am

So I haven’t posted an update in a while. Basically Around mid-day yesterday I ran into a bunch of problems. The idea which I originally had didn’t work out. In that it relied on me come up with just too many good ideas. I wanted the player to move through a world that is about to collapse. So you are inside a little cell or something. And it collapses, so you try to escape from it. And as you move out of it you begin to realize that this small cell reacted to the world around it. the world is composes of all of these smaller cells that feed into a bigger picture. And some kind of virus is destroying the stable state it was in. And that would destroy you too. So your goal becomes to escape this whole system or track down whatever is destroying it. As you can probably see this whole idea is way to abstract. And despite me being pretty sure that this idea would be cool and maybe even possible to make within the timeframe of 48h if I base the system on some simple rules, I wasn’t able to get any concrete ideas that seemed to work out.

So I backed off that original concept. What I’m currently working on a a game where the player is tied to something by an elastic band. Which means the player is trapped, because the band is pulling him back at all times. But of course there is a way to escape all this. You are¬†surrounded¬†by hooks that allow you to move further, and maybe at some point reach something that frees you from that rubber band.

Basic functionality is implement. I have to make some levels now and different kinds of hooks(moving, smaller, etc) and maybe some enemies that can weaken your grip by shooting you. And of course nicer artwork and music. That’s a ton of stuff.

I would show you a screenshot but this site is too slow atm. But I have an executable for you to test: PLAY

Balls

Posted by (twitter: @bitbof)
Saturday, August 20th, 2011 1:07 am

I actually managed to wake up 4am to read the chosen theme. Escape…I’m actually glad it got chosen because it’s leaves a lot of freedom, at least in my head.

So I spent about 4 hours brainstorming and thinking of possible escape games. A lot of them¬†unfeasible¬†to implement in this short time frame and others just plain boring. I’m quite happy with what I’ve come up with, I’ll explain it in a later post, though I’m still struggling to make it actually feel like a game and to make it feel like you are escaping from something.

Anyways here is one of my doodles and two screenshots of some cubes and balls. I decided to go for LWJGL despite my previous “EVERYTHING FROM SCRATCH” attitude and I’ve been copying a few basic snippets here and there. Feels good to have something on the screen.

I think, therefore I am in!

Posted by (twitter: @bitbof)
Monday, August 15th, 2011 4:28 pm

bitbof reporting in. I will take part in this insane challenge, for the first time. ¬†I haven’t finished a game in like ever, so ld makes a lot of sense to me. There are a couple of things I have to make sure I won’t screw up/spend too much time on. That means I’ll be working on a nano game just testing out stuff¬†before the real deal starts on Saturday.

Tools/etc of my choice will probably be: Eclipse(Java), Ableton(Sound), Photoshop, Kinect (for typing the code)

I’ll try to stay away from additional libraries because I like having everything work right outside the box for people who want to look at the source code, and because it’s more in the true spirit of Ludum Dare. I plan on releasing Photoshop and Ableton project files as well.

My game will probably be very artsy/random, with simple interactions and brainwashing audio.

gaaaaammmeeeeesss

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