About Crocanti de Pollo (twitter: @doc_pollo)

Entries

 
Ludum Dare 33
 
Ludum Dare 31
 
Ludum Dare 30
 
Ludum Dare 29

Crocanti de Pollo's Trophies

Featured in GeekyJuegos.com
Awarded by GeekyJuegos
on January 10, 2016
you have been in Helevenium #LD29
Awarded by alvivar
on May 19, 2014

Crocanti de Pollo's Archive

Deep in the Dark, post jam version, and some thoughts.

Posted by (twitter: @doc_pollo)
Wednesday, September 9th, 2015 10:59 am

I wanted to have finished this long ago but time wasn’t on my side. Anyway, here it is!

Deep in the Dark
http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=36237

This was the first time I wasn’t working alone for a jam. I thought that would allow us to make something a bit more elaborated but boy was I wrong! First times are always difficult. For the first time I felt like I needed to make a post jam version just to make up for how broken the original was!

The main problem arrived before the jam even started. I had some ideas that could potentially be fit for some of the most voted themes… Except the one that got selected, ha! So instead of ditching them altoghether and try to come up with a new one, I made the mistake of trying to salvage one of the ideas and adapt it around the theme. Only that for it to make sense, it would lose some of the simplicity that made it feasible.

I had told my friend @musivara about it, he liked it and offered his help making the graphical part. And I have to thank him for that, because it was the best part of it. But as we worked, the idea kept changing, and that’s a bad thing. We had to cut features like crazy because we had spent half of the time and the game couldn’t even be tested! I also wanted to experiment a bit writing some dialogue and some other things, but we needed to finish something first.

So, as you can see, we had a bit of an overscoping problem. The good news is that as broken as it was at first, this was quite a learning experience and that’s the most valuable thing you can get from a failure.

Let’s hope next time we do better!

And please let us know what you think of the new version in the comments!

Jamception. Now available for Mac and Linux

Posted by (twitter: @doc_pollo)
Wednesday, December 10th, 2014 12:12 pm

Hello there! Have you played Jamception yet?  No? What do you mean you can’t? Damn it’s because that thing with the Unity web player… right?

Well you know what? I just uploaded a couple of completely new builds completely UNTESTED of course! And they are for Mac and Linux! Check it out:

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=36237

Jamceptioooooon in the captionnn

Jamceptioooooon in the captionnn

So, just to be clear, I compiled these two versions automatically with Unity and since I don’t own a Mac or Linux system I don’t know if they even work!

If there is something extra to be done to get them to work properly, please tell me so I can do it. This way I can learn to make games available to more people in the future 😀

Enjoy!

Elyseus Postmortem

Posted by (twitter: @doc_pollo)
Thursday, August 28th, 2014 5:01 am

This was my second LD, so I took it with a more relaxed mindset than the previous one. I aimed for the 48h challenge but if I didn’t have something playable I could always enter the jam. Eventually I’d submit Elyseus for the 48h compo 😀

elyseus_

Tools used:
This was my first Ludum Dare using Unity.
For the graphics I used Photoshop as always.
For the music I used Music Creator 6 and my trusty midi keyboard.
Sfxr and Audacity for the sound effects, with some recordings of my own.

elyseus_b_

What went right:
Music and sound are hard to get right in so little time. In my last Ludum dare I didn’t even had time to make music. So for this one I gave it more priority.
The first morning I dedicated it to make some music to set the general mood for the game. I originally intended to make another variation for the underworld music, but left it as an optional goal which sadly I didn’t met. But overall I think the music fitted just well enough.
I also wanted to make some satisfying combat sounds. The sounds for the main enemies’ bones exploding deaths were made from a combination of Sfxr explosion sounds and a recording of some dirty cheap dice rolling 😛
The “clink” sound for the shield mechanic, which at first wasn’t even planned to exist but I had to implement it because the combat was so frustrating, was made by hitting my coffee maker with a pen!
Also, the world change effect worked surprisingly good, although it’s a bit incomplete. I wanted to fade the enemies from both worlds to be able to see what was coming, but only got it halfway and the appearing enemies just pop around when you are already in that world, so sometimes it’s a bit unfair.

What went wrong:
The main idea behind Elyseus was a lot bigger in my head, and big is always bad for a jam. For instance I originally planned to have a more simple combat to be able to make it quickly so I could make more features. Features which initially included online play invading other people’s games Dark Souls style… But that was way too much. So I focused on making sure what I did was at least fun to play.
The base objective of the game eventually ended as a cyclical infinite battle with the only possible ending being death. I wanted to make a more positive ending, but didn’t have enough time or any good and clear idea for it.
The other critical point was that to make the cyclical aspect, you could fight against another hero and without online implemented, I had to make an A.I. and A.I. is difficult to make. I spent the majority of the last day trying to make that work, even as shitty an A.I. it ended up being…

Conclusion:
It’s always a learning experience. At the end of it I had a playable game. In my opinion not enough fine tuned as I wanted but playable nontheless. I hope you have fun playing it! I want to know what you think!

Here’s the link to it: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=36237

Made it in the last minute, woohoo!

Posted by (twitter: @doc_pollo)
Sunday, August 24th, 2014 6:36 pm

I submitted Elyseus!

Elyseus_title

Elyseus_underworld

Play it! http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=36237

And now…. time to sleep!

Tomorrow I’ll try to write something about it. Hope you have fun with it!

Hey, you!! Post-mortem and thoughts about my first LD

Posted by (twitter: @doc_pollo)
Thursday, May 1st, 2014 5:27 am

Hey, you!! was my first Ludum Dare entry and my first jam-like experience. I wanted to share my thoughts about it

Hey, you!!

Hey, you!! You can play my game here ;)

I always wanted to enter a Ludum Dare but never had the time. I found about this one on friday, just 9 hours shy of the theme announcement, which in my timezone was at 3:00a.m. So I used that time to mentally prepare myself, set up the workspace, learn the rules, trying to come up with ideas… I read this which was very helpful and did some tests to decide the art stlye. By the time of the theme announcement I was really tired and went to bed hoping some brilliant idea came to me in dreams or something.

That didn’t happen. I woke up in the morning and fiddled with a couple of ideas but they seemed too complex to finish. It took a couple of panicky hours to come up with the chosen idea and even then it was still complex, but it felt achievable. That idea was a game of detecting pickpockets inside an underground train.

Hey, You!! Concept

The starting concept. Sitting women are hard to draw.

I always loved stealth games, but I didn’t feel confident on finishing nice stealth mechanics on time. So why not reverse it? From the user perspective the controls get reduced to just one click, which let me focus on making other details interesting like A.I. So with this in mind I started working.

My first intention was to make something using Unity which is the platform I’m currently learning. But then again I also wanted to finish something. My lack of confidence made me resort to Flash which I’ve plenty more experience with. This at first felt a bit bad because I thought I’d be missing out on some learning experience, but oh boy was I wrong! By the first afternoon I was cutting features like crazy and even when I was working with a familiar tool I didn’t see myself finishing it.

Hey, you!! thief

This guy was supposedly holding on a pole originally.

At first the idea was that the characters would be able to sit down, stand up, move around, grab the poles, even go in and out of the car by the sides. I also had in mind some kind of random events like lights going out for a brief time and things like that. But I needed to make the basics first. So I focused on making the movement of one character and the thief behaviour, for whom I used the grabbing-the-pole sprite to make him look like stealing. If you have good sight you can see it sometimes, it’s a frame that lasts for 0.3 seconds 😉
At the end of the first day I gained a lot of confidence by having those basics behaviours defined, but there was a lot left to do. I went to bed to get some energy for the second and last day.

On sunday morning I made a list of things left so I could prioritize. Instead of adding more features I tried to make the current ones more fun. I thought making some apologetic dialogue while they moved around would be silly fun and gave me the idea of making them realize they were robbed and panic. So with the main features clear I dedicated that morning to make every sound effect I needed and every UI piece. I wanted to make some music too but didn’t have the time.

Hey, you!! happy coincidence

This floor reflection effect wasn’t even originally intended. I thought I could take advantage of the transparency of the layers afterwards.

With that done, sunday afternoon looked promising, I finally did the animation for the illusion of the train moving which until then it was completely stationary and after finishing the main features I thought about adding some more. The first and sadly last, were the trainstation stops, where the guys could get on and off the train. This feature took a lot longer than expected due to some nasty bugs and I almost lost it there. Eventually I got around and finished it just 30 minutes before the deadline.

In conclusion, the experience was intense, hard but worth it, I learned a lot not just about technical stuff but also management and decision making. I really enjoyed it and I’m looking forward the next one already. I think it’s amazing the amount of talented people participating.

Hope you people like my game, thanks! 😉

I made it! Phew…

Posted by (twitter: @doc_pollo)
Sunday, April 27th, 2014 5:40 pm

This is the first time I make a game for Ludum Dare. At first I thought I wasn’t gonna finish, but here I am! So far has been an amazing experience.

Well, here’s my entry: Hey, You!!

3

It’s about unmasking a pesky pickpocket in an underground train.

And now to get some sleep. Bye!

[cache: storing page]