About TheFudster (twitter: @coryleach)

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Ludum Dare 37
 
Ludum Dare 34
 
Ludum Dare 33
 
Ludum Dare 32
 
Ludum Dare 26

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Balloon Cat

Posted by (twitter: @coryleach)
Monday, January 4th, 2016 10:43 am

Finally got around to uploading the source for anyone that wants it.

Also, there’s not much time left for voting so please try my compo entry and leave me some comments :)

BalloonCat

Try it

THANKS!

Done but not Done

Posted by (twitter: @coryleach)
Monday, December 14th, 2015 12:40 am

Managed to wrap things up, but didn’t get to add as many mechanics as I wanted.
On the bright side I made this damn cute thing.

I didn’t even know I had it in me to make something almost cringingly adorable.

BalloonCat

Try it out

Pixel People Refined

Posted by (twitter: @coryleach)
Thursday, April 23rd, 2015 5:44 am

スクリーンショット 2015-04-23 午後7.39.12

I’ve continued to refine the gameplay of my compo entry.

I’ve added Skills, Traps, Treasure Boxes, and sped up combat quite a bit.

You can now only spawn one of each character, but it is possible to set the target that each unit is attacking.

After selecting one of your characters you can target any enemy or treasure box by clicking on it. Gene moves really fast so if you click around fast enough you can actually kite all the enemies around the map.

The difficulty is very easy and there is currently only one level in this new version but I think this has the potential for much more interesting gameplay.

New Version

Original Compo Entry

Lessons from Pixel People

Posted by (twitter: @coryleach)
Monday, April 20th, 2015 12:24 pm

Already looking back at my compo entry for this Ludum Dare, and thinking about what I learned this time around. Here’s My Entry if you’d like to play it.

Screen Shot 2015-04-20 at 7.37.59 AM

I’ve always struggled with game visuals for my personal projects. I’m very much a fan of pixel art and retro style visuals, but I’m a programmer before I’m an artist. This time around I thought I would go 3D because I find 3D environments easier to work with. The problem is I’ve tried several times to use programs like Blender to create 3D models. Very rarely have I been able to achieve a look I’m happy with. This Ludum Dare though I discovered voxels, and Qubicle.

You can see the kind of thing I was able achieve in the game’s screenshots. Overall I was very happy with the look. I sometimes struggle with 2D pixel art, but I found it much easier to create a look I was happy with in 3D using voxels. In fact I had so much fun making the models for this LD that I probably spent TOO much time doing it.

Lesson 1: I love voxels and I’m not terrible at making voxel models. There will be more voxels in my future.

The big HOWEVER this time around comes when I reflect back on my previous LD entry before this. In my previous entry I spent too much time working on visuals, mood, and story that gameplay got completely left in the dust. What I ended up with was a complete game that was very boring and even tedious. I feel this time I fell less into that trap but still ended up with some mediocre gameplay, and it was again because I was focusing most of my attention on visuals and animations. I spent far too much time making models. In the end I had 8 character models which I couldn’t even get into the game because I didn’t have enough time. The time I spent making those models was basically wasted.

Lession 2: I still have a lot to learn in regards to gameplay and should really focus my attention more on that because it is my weakness.

Next LD I will try again to focus more on interesting gameplay.

Tentatively In for the Compo!

Posted by (twitter: @coryleach)
Monday, August 19th, 2013 6:30 pm

I have a strict work deadline next week so I’m not sure how much time I can dedicate to this but I’m going to at least start.

Engine/Language: Unity Pro, C#
Graphics: Photoshop, ProBuilder (For terrain or simple 3D models)
Audio: Bfxr and maybe GarageBand for a simple music track

I have a large variety of Unity assets from the asset store that I may or may not make use of:
PlayMaker
2D Volumetric Lights
ProBuilder
2D Toolkit
SM2 + EZGui
Rotorz Tile System

Things I’m going to do differently this time:
Last time I was really concerned about having a concept and taking it from the beginning all the way to the end with a story, levels, music, and trying to achieve something very polished. This used so much time that I had to sacrifice game play mechanics. Because of that my last game ended feeling polished at first but ran out of steam and became rather boring very quickly. This time it is 100% ALL about game play. I want to forget about look and feel. I am going to focus on having something that I think is fun.

I am considering this time around I may want to add a multiplayer element to my game. Making something multiplayer usually adds a whole new dynamic and there is so much you can do. The problem is that multiplayer is usually quite hard to do in a short amount of time so I’m going to need to prepare for it if I want to go that route. I’m thinking to use PlayMaker+PhotonCloud if I go the multiplayer route. That’ll depend on if I have time to make a quick test project. I don’t want to get hung up on any issues!

 

Blue.

Posted by (twitter: @coryleach)
Sunday, April 28th, 2013 6:43 pm

Finished at last!

You play the color blue and try to figure out where all the color in the world has gone, along the way you must rescue all the other colors.

Check it out here.

Screen Shot 2013-04-29 at 10.25.49 AM Screen Shot 2013-04-29 at 10.29.00 AM

The game starts out pitch black. Something has happened and the color has left everything. You play the embodiment of the color blue and it is your mission to find out what happened and set things right. Since everything is black you will need to navigate the world by adding a little bit of color. However, since the character himself is a color it costs a bit of himself (in other words, his health) to throw some paint around.

I didn’t quite get to adding sound effects so there is only one short looping music track. I also had wanted to add more weapon types such as exploding paint bombs to allow you to uncover more area faster but alas it was not to be.

 

24hrs In – Blue

Posted by (twitter: @coryleach)
Saturday, April 27th, 2013 7:12 pm

I really was not crazy about the theme at first but I managed to pull things together.

The game starts out pitch black. Something has happened and the color has left everything. You play the embodiment of the color blue and it is your mission to find out what happened and set things right. Since everything is black you’ll need to navigate the world by adding a little bit of color. However, since the character himself is a color it costs a bit of himself (in other words, his health) to throw some paint around.

Screen Shot 2013-04-28 at 11.02.39 AM Screen Shot 2013-04-28 at 11.04.04 AM

You can try out the 24hr version here (Unity Web Player). Any feedback is of course appreciated :-)

First Compo

Posted by (twitter: @coryleach)
Thursday, April 25th, 2013 12:43 pm

Flying solo in my first compo. Creating an entire game in 48 hours is intimidating but I’m going to give it a shot.

Trying to avoid using paid plugins so I’ve been creating my own 2D library for Unity that I’m hoping to use but I’m not sure if that’s going to be viable just yet. I’ve been trying to make something simpler than the Orthello 2D framework. The only thing it’s missing that I’m really worried about at the moment is animated sprites but I think I can hack together a solution quick so I might still use it so you can find it on github here if you care to take a look.

Platform: Going 2D in Unity3D

Language: C#

Libraries: iTween + Fud2D or iTween + SM2 +EZGUI +TK2D

Music: SFXR, BFXR, GarageBand

Art: Photoshop

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