About DavidErosa (twitter: @david_erosa)

Entries

 
Ludum Dare 35
 
Ludum Dare 34
 
Ludum Dare 33
 
Ludum Dare 32
 
Ludum Dare 31
 
Ludum Dare 30
 
Ludum Dare 29
 
Ludum Dare 28
 
Ludum Dare 27
 
Ludum Dare 26
 
Ludum Dare 25
 
Ludum Dare 24
 
Ludum Dare 23

DavidErosa's Trophies

Featured in GeekyJuegos.com
Awarded by GeekyJuegos
on January 10, 2016
Featured in GeekyJuegos.com
Awarded by GeekyJuegos
on January 10, 2016
Jupi's Jam Favorites
Awarded by Jupiter_Hadley
on November 14, 2015
@#$% StickKeys
Awarded by ratboy2713
on April 25, 2012

DavidErosa's Archive

What would a God do?

Posted by (twitter: @david_erosa)
Sunday, April 19th, 2015 10:26 pm

So, a new Ludum Dare weekend ends!

It’s 5:20 am over here, but I wanted to show you my game: A God’s Weapon

LD32_GameScene_130739431670327648

 

You play as a God fighting to control a few (10) systems, using the planets and people as weapon to conquer other planets. There’s some strategy involved in the game but playing with physics is always fun, anyway ūüėÄ

 

Go, play and rate!

 

Let’s go for the 10th!

Posted by (twitter: @david_erosa)
Thursday, April 16th, 2015 8:00 am

3 years ago, after a long time watching that weird event called “Ludum Dare”, I decided to enter just because it was the 10th anniversary. ¬†Now it’s the 13th anniversary and my 10th time in a row. 9 games,¬†one of them on Steam (well, its super-evolution, at least :) ) and I couldn’t be more excited to make my 10th game.

Of course my weapons of choice are:

And for something completely different, here’s a new photo of my real life desktop. Could you guess I’m working on local multiplayer games? ūüėõ

 

IMG_20150416_145407

 

 

Some people made gameplays…

Posted by (twitter: @david_erosa)
Monday, December 8th, 2014 5:41 pm

Wow, found two gameplay videos of my game. It feel so good to see people laughing with it ūüėÄ

Checkout the videos here and here.

Also, go and check my game by yourself!

Header_gamejolt

Already finished!

Posted by (twitter: @david_erosa)
Sunday, December 7th, 2014 12:13 pm

Wow, for the first time in 9 Ludum Dare editions, I’ve finished before the deadline! In fact, I submitted my entry 2 hours ago (9 hours before the limit).

The Fourth Wall

I’m pretty happy with the game, and I think the theme is nicely presented. ¬†You can play it here.

Almost done!

Posted by (twitter: @david_erosa)
Saturday, December 6th, 2014 7:48 pm

The 4th Wall

I’m actually doing pretty well! Gameplay, menus and endings done! And I think that I even balanced it well ūüėÄ

I’ll leave tomorrow for music and sound effects.

 

I’m in, of course!

Posted by (twitter: @david_erosa)
Friday, December 5th, 2014 11:28 am

My 9th Ludum Dare in a row! And this one is really special for me, as this marks a year since the LD edition in which I made the game that made it to Steam (not released yet) a few days ago!

Icon

And as usual, my tools will be:

  • Unity 4.6 (maybe 5.0 beta, depends on the idea) w/ VS2013
  • Pickle or Photoshop for the graphics
  • SFXR for sound effects (or some derivatives, like bfxr)
  • Audacity if I need some voice-made effects
  • Bosca Ceoil for music (or Autotracker if I run out of time)

And to be honest, I hope that¬†‚ėÉ wins!

Good luck everyone! Let’s make some games!

My LD game on Greenlight!

Posted by (twitter: @david_erosa)
Thursday, October 23rd, 2014 2:08 pm

Almost a year ago I was posting my “I’m in!” post for the LD #28 (You only get¬†one). That was my sixth Ludum Dare in a row.

Soccertron

I made a game in which you had to play some kind of 1vs1 soccer game and get the ball back when it got out of bounds. It was funny to play with friends, but I just let it sleep on my hard drive. Around February, I decided to give it a chance and started working on the game, changing some (many) mechanics but trying to keep the gameplay. And in the summer I released the game on OUYA ,Gamestick and Amazon’s Fire TV.

Today, I’m posting again to announce that the game is on Steam Greenlight, it’s fully playable and I’m still working on adding more awesoness to it! Like online multiplayer, 4 players, more game modes, etc.

It’d be great if this community could take a look at my game and vote. I’m not asking for a yes, just for your honest opinion.

Here’s the link: Soccertron on Steam Greenlight

Thanks, LD community!

Oh, wow, almost forgot…

Posted by (twitter: @david_erosa)
Friday, April 25th, 2014 12:57 pm

… I’m in, of course!

Seventh time in a row! Still using the same tools:

  • Unity
  • Pickle/Gimp
  • Autotraker and/or Bosca Ceoil
  • Bfxr

Also¬†same desktop ūüėõ

Same desktop, one more LD

 

Let’s make some games!!!!

I’m in!

Posted by (twitter: @david_erosa)
Thursday, December 12th, 2013 2:47 am

Almost forgot to post! This will be my 6th LD and I’m eager to start!

My weapons of choice:

  • Unity (surely with the new 2D tools)
  • Pickle for sprites, Photoshop if needed.
  • Blender, if a 3D idea comes up.
  • Audacity, sfxr and autotracker.

That’s all. Pretty standard post :)

Oh, and my desktop setup. It hasn’t changed since last year, so here’s the same photo again ūüėÄ

My desktop

 

Hey, oh! Let’s go!

Posted by (twitter: @david_erosa)
Friday, August 23rd, 2013 2:53 pm

This is my fifth LD in a row! I can’t believe it still makes me nervous! ūüėÄ

I’ll be using my classic combo:

  • Unity (w/ 2dTookit if in 2d)
  • Blender if I need anything 3D
  • Gimp for textures or anything image-related
  • Pickle for pixel art if any
  • I’ll try to make some music with Figure for iOS…
  • …or plan B: Autotracker-Bu ūüėÄ

For the first time I’ll surely be using an external library called OuyaInputFramework¬†that allows me to use OUYA, XBox360 or PS3 controllers with the same codebase. Cool! If I have the time and fits, I’ll also publish an .apk for the OUYA :)

Good luck everyone! Let’s make some games!

Fourth time around!

Posted by (twitter: @david_erosa)
Thursday, April 25th, 2013 1:55 pm

Wow, I can’t believe this is my fourth Ludum Dare in a row! I started with the 10th¬†anniversary¬†last year and although I’m a bit late to “Game Jams World” (with capitals!), I hope not to miss a single one from now! Speaking of which, I have a religious-familiar-event (r) on Sunday, so I’m unsure if I’ll be making a 24 hours game on Saturday or if I’ll send the game to the jam instead. I’d prefer to send to the compo, as that’s the one I always participate in, but well…

Finally, I’ll be using:

  • Unity
  • Blender
  • Gimp / MyPaint
  • BFXR / Autotracker

And I’ll be listening wonderful music from fellow’s indie games. Lots of them from this amazing collection.

C’mon! Let’s make some games!

HitlerZilla – Postmortem

Posted by (twitter: @david_erosa)
Tuesday, December 18th, 2012 7:36 am

This is my third Ludum Dare and I think this is the best game I made. It went almost exactly as expected, but of course some thing were not so well.

As with the previous editions, I used Unity as my framework of choice but instead of using RagePixel (2D), I risked to make something in 3D. I think the result is not that bad :)

What went wrong or so-so

  • I could not setup proper screen capture software for my dual screens. My laptop’s display and external monitor use different screen resolutions and the utility (screencapture, OSX) didn’t take both screenshots at the same time. In fact I couldn’t manage to take capture from my¬†secondary¬†(laptop’s) screen with any tool!. A pity because I coded on my laptop screen and managed Unity on the external monitor. So the¬†time-lapse¬†is a bit boring…
  • I got distracted with not so important details, as the feet animation and its synchronization. I didn’t know about Unity animation events so I lost a lot of time trying to “manually” sync those feet… When I found about events, I felt both stupid and relieved :) And that made my day! But that is for the “what went right”.
  • As with animations, I¬†over-complicated¬†some things. For example instead of making the player walk for real and¬†dynamically¬†generate the terrain, I faked the movement by displacing the road’s UV map. This lead to problem of buildings and enemies, which had to advance too, independently of the players speed (which changes). So I ended up manually correcting every objects’ speed¬†according¬†to the player’s. It’d had taken less time just to generate the terrain as needed :)
  • I totally forgot about music until the last minute! I wanted to make *anything* using garageband or something easier, but I totally forgot about it and ended up using autotracker….
  • No procedural city. I wanted to make a few buildings/houses to randomly place then along the roadside, but I ended up using the same model with random height and colors… Well… :)
  • Enemy waves and¬†increasing¬†difficulty. Although the game is not simply easy, I think it’d be better with increasing difficulty. Right now the enemy’s spawn rate and max units is fixed.
  • If an enemy shots, you are hit. I think this is OK for soldiers and tanks, but I wanted the plane only to hit you if you were right in front of it, so you could dodge it when¬†seeing¬†it come from the distance.

Wow, that’s a lot of things that went so-so :)

HitlerZilla - development screenshot

HitlerZilla – development screenshot

What went right

  • I managed to finish every item put on my “unavoidable TODO list”. This means that although I left some thing behind (like enemy waves) I got a fairly amount of work done.
  • My code was not perfect, but good¬†enough¬†to allow me to add tanks and planes without touching the base enemy class, and in the last 2 hours! You can see in the¬†time-lapse¬†that tanks and plane don’t appear until the last hours. I could have added more enemy types (pointy barriers?) without much more work.
  • I wasn’t as ambitious as with my last LD (9 mini-games, what was I thinking about????). I got the idea during my morning shower, where I get all my LD ideas :), put it simple on paper and started working, getting-shit-done (TM).
  • I finally got Unity animation system! I had to fight with a “getting back to origin” problem, but everything solved using an empty GameObject as my animated object parent.
  • Animation events. I didn’t know about them! As I said before, I struggled my mind trying to sync my feet animation. With animation events I can say when to start the other feet animation, sounds and object destruction. SO USEFUL!!!

I think that’s all. I hope to get better rating than with my last entry. I’m getting good feedback by the moment, so I hope this to stay the same.

If you have the time, I’d like you to check HitlerZilla¬†and write some comments:

HitlerZilla -Gameplay

HitlerZilla – Rate, rate, rate!

Thanks, LD community!!!!

For the third time, I’m in!

Posted by (twitter: @david_erosa)
Friday, December 14th, 2012 2:50 pm

Well, my first Ludum Dare (LD23) was pretty cool, the second one was kind of messy because I was too groovy with the mini-games (and not many people liked it…). I hope that this, as the third LD will be a good one. I learnt from my mistakes!

So, I’m gonna use:

  • Unity 4 (w/ Ragepixel or 2DToolkit if 2D)
  • Blender in case I (Ludum) dare to make a 3D game (Rimshot for that!)
  • Gimp/Pixelmator (whichever computer is closer) and Pickle if pixel art ūüėõ
  • sfxr
  • Audacity
  • If I have the time, I’ll try to “””compose””” something with Garage Band for iOS. If not, I’ll use Autotracker-C :)

Dude, I started writing this post a few hours ago! I got distracted testing some Blender animation importing in Unity that I almost forgot it! Here’s a screenshot:

It's moving!

 

And finally the mandatory desktop setup:

Desktop

Ready to go!

 

Let’s make some games!

Sad (evolutioned) panda…

Posted by (twitter: @david_erosa)
Sunday, August 26th, 2012 6:22 pm

Well, I did finish my game, but I’m not really happy with it. Although it’s finished, I feel like it’s not.

Anyway, should anyone want to try it: The Path For Evolution.

 

Second LD48 = more nervous!

Posted by (twitter: @david_erosa)
Friday, August 24th, 2012 4:17 pm

Hi all! Of course I’m in!

This will be my second Ludum Dare, and I’m feeling more nervous than the first time!

I’ll be using Unity3d – 1d= Unity3d with a 2D framework, stil not sure if RagePixel which I used the last time or Orthello2D. I bought a cheap mic for ¬†sounds and effects recording, but I’ll be using the amazing Autotracker for music. For the sprites, I chose the also amazing Pickle¬†and MyPaint¬†for larger painting (I need to take the dust out of my wacom).

Anyway, as timezones rules, I’ll read the theme at 3am and go to bed. I hope to get my great idea in a dream :)

Mandatory desktop panorama:

 

 

 

 

 

 

 

 

 

 

Good luck everyone!

My first LD, my first success?

Posted by (twitter: @david_erosa)
Monday, April 23rd, 2012 2:45 pm

Hi all!

I wanted and wanted to participate in a Ludum Dare since I knew about it a few years ago, but never did. This time I decided I could not let pass the 10th aniversary, so here I am. I’m pretty happy with the final result, although I left a few features out. Here’s my little post-mortem:

What went right

  • Features selection: I think I did pretty well selecting what to do and what to leave behind. I wanted to include enemy waves between the different bosses, but the lack of graphics and sound made me discard this in favor of title screen, graphics, sound and winning/loosing screens.
  • Tools:¬†Although this is the first time I use Unity3D without following a tutorial, I felt really comfortable with it. At first I wanted to go with Cocos2D-iphone & Objective-C, but I also wanted more people to be able to play my game :)
  • Planification:¬†The Compo started at 3am local time, so I went to bed right after knowing the theme. I woke up, took my breakfast and started thinking about the theme. After writing down 2 or 3 ideas (both 2D and 3D) I came with the right one (for me :D). Then decided that the core idea was simple enought to be ready in one day so that left me with a full day for polishing, graphics, sounds and bug-fixes.
  • Graphics: Used to use my own programmer art, it’s not difficult for me to improve any previous work. Although the graphics are not spectacular, they are much better that the ones I normally produce ūüėÄ
What went wrong:
  • Schedule:¬†Being a father of a 3 years old makes it difficult to get much working hours in a row. I got continously interrupted along the day, which got me out of “the zone” dozens of times.
  • Lack of experience:¬†This is my first real attempt to make a playable full game, not just a demo or prototype. I found difficult to concentrate on just one feature and work on it until done. I usually work on many things at once, which leads to poor performance. (Looks like this went right :) )
  • Poor understanding of the tool:¬†Being the first time I used Unity3D, I found that I lacked a lot of solid knowledge of basic things, like the GUI system and exception catching. One of this misunderstoods¬†made me lose an hour trying to find out why the final boss started having a negative life value instead of exploding…
Again, overall I’m really happy with the result and I’ll go on working on it adding the features I left out, polishing the GUI and porting it to other platforms.
Finally, here’s my game idea: A simple shoot’em up starring planet Pluto.
You are poor Pluto seeking for avenging. Fight the solar system planets and his evil leader, Dr. Neil, in search of your lost “major planet” title.¬†You have no projectile or bullets, but you can attract asteroids and shot them to the enemies.
Want to help Pluto? Here’s the game:¬†Poor Pluto’s Revenge
Thank you, Ludum Dare community!

[cache: storing page]