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Oh also, I’m in

Posted by
Saturday, April 9th, 2016 2:02 am

So. In for a penny, in for a compo.

I think I’ll be using Unity, and making a 2D game. I’ll probably use Paint.net for my sick, sick programmer art, and http://www.abundant-music.com/ for my music if I can confirm it’s compo legal. Anyway, looking forward to it!

http://www.abundant-music.com/

 

So in essence, you plug in a seed and set a whole bunch of settings, and it spits out a midi. I’m PRETTY sure this is compo legal, but I thought I’d see what you guys thought.

Scene from our team chat

Posted by
Saturday, December 12th, 2015 3:37 pm

Not4Monkeys

AND MY AXE!

Posted by
Friday, December 11th, 2015 3:42 am

Er, I’m in.

And… I’m done!

Posted by
Sunday, August 23rd, 2015 8:52 am

Phew. I was a little worried with some of my system stuff, but it ended up working itself out. I work a graveyard schedule, so I’m pretty used to working while everyone sleeps and vice-versa.

Anyway. Echidna, my entry for compo, is now complete and uploaded. I’m going to work on a web port when my fiancee and web mistress wakes up. First time running compo, and damn if it isn’t a completely different animal. Can’t WAIT to play some of all of your titles, guys!

A curiosity…

Posted by
Saturday, August 22nd, 2015 10:58 pm

So how many of you have used Nietzsche’s famous admonishment against becoming that which you fight, thanks to this theme?

4.5 hours of sleep is enough, right?

Posted by
Saturday, August 22nd, 2015 3:31 pm

Got a lot done last night, not the least of which was animating almost all my sprites!

https://drive.google.com/file/d/0B04XtDB-xAKKbzFZZkUtSTk5cUU/view?usp=sharing

This is my main character, Echidna! I’ll post a more coherent update after coffee… and a couple hours of work. Good morning, everyone, and good luck on day 2!

I… MIGHT be in.

Posted by
Tuesday, August 18th, 2015 6:19 pm

I’ve got a lot going on right now, but I really want to participate. It depends on the theme, and how much work I get done before this.

Update on Farm Fury – Post Compo a GoGo!

Posted by
Thursday, April 30th, 2015 6:03 pm

Okay, so I did jam, not compo… but the title worked too well!

I just hired a pixel artist, and we’re going to be doing a rework on my Ludum Dare 32 title! I’m going to completely overhaul the graphics, and take the lessons I learned from the LD32 feedback I’ve been getting so far. If you’ve played my game before, thank you so much!  Look for the changes below. If not, my game can be found here at the Ludum Dare entry.

1. Complete graphics overhaul! Woo! No samples yet, but I’m still really excited.

2. The Ludum Dare version is going to be adjusted for difficulty, and renamed “Fury Mode”.

3. I’m going to insert a level selection, and have progress be gradually unlocked when players master what has come before, instead of the frantic pace of my existing gameplay.

4. I’m still figuring out how to redo the UI, but I’m sure I’ll figure something out.

If you have some comments on my Ludum Dare entry, I really would love to hear them before I get to work on the post-jam version! Thanks so much for your attention. I’m going to start posting again on my twitter, @brendankeating2. Thanks again, and have fun daring!

Farm Fury, the Post Mortem!

Posted by
Sunday, April 26th, 2015 9:09 am

Farm Fury Post Mortem

Farm Fury was my first Ludum Dare entry, and over all, I had a very successful experience. I was able to create a compelling, engaging experience with a tight UI and fun and unique mechanics. My run was not without problems, however; a lack of playtesting led to an unforgiving difficulty curve and some issues with the music.

What went right:
From planning to design to code, the Construct 2 engine made developing Farm Fury a rapid and fairly straight forward experience. The decision to use open license art for the majority of the project meant I didn’t have to burn a lot of time producing a product that by necessity would have been inferior. Instead, I was able to focus on mechanics and gameplay.

By developing with Construct 2, I was able to simultaneously build and deploy for every major platform with essentially zero work for localization. The only problem with that approach was that the web platform launch was a little buggy, and occasionally unresponsive on some platforms.

What went wrong:

While using open license graphics helped with rapid development, the game’s graphics felt a little disjointed and incongruous. If I was a little more confident in my abilities from the beginning, I might have attempted to make my own grahics. Also, I ran into problems with the sound levels of my music, due to lack of playtesting.

Speaking of lack of playtesting, the largest problem my game faced was a plateau in game difficulty. My game’s mechanics had a lot of moving variables, and while it felt right with a couple of playtesting passes, the game quickly ramped up in difficulty, beyond what I was expecting or planning for. With more time, or perhaps with better planning, I would have playtested more and made a smoother experience.

Future plans:

I want to make a more fully featured game out of Farm Fury, including a progression of missions, which will make it much easier to control the difficulty curve. I also want to include tailored graphics by bringing on an artist to the project. I plan on taking the jam version of the game, rebalancing the difficulty, and including it in the post jam version as “Fury Mode”.

Hopefully, I will be releasing the game on Kongregate.

Lessons for Next Time:

As I’m more comfortable with the timeline of the jam rather than the compo, I want to invest in all the benefits of making a jam game. I want to get a team together for sound, graphics and gameplay, with at least one person on each. I also want to keep a tighter game design document, as the scraps of paper I kept for this project became largely useless outside the context of immediate development.

Conclusion:

Over all, I had an absolutely amazing experience with Ludum Dare, and I’ll definitely be participating again. I think I can take my project in to a fully featured game, and my desire to design and create games has only been strengthened with this experience. Thank you so much for your time.

 

If you’re interested in trying Farm Fury, you can find it here:

Farm Fury Entry on Ludum Dare

 

Farm Fury – My WIP!

Posted by
Saturday, April 18th, 2015 9:44 pm

Hey everyone! I’m rounding the finish line, and just wanted to show my progress! Hope you guys enjoy, and will play it when it’s all done!

 

A blizzard.

Posted by
Saturday, April 18th, 2015 8:38 am

snowstorm

I accidentally left the pathfinding behaviors run for too long at 3x speed, and the result was mesmerizing randomized patterns, ebbing and flowing from my hero hidden in the center. It was like looking at an even more chaotic kaleidoscope.

It’s possible this is more mesmerizing to me than it would normally be because I’ve been coding for 12 hours straight.
I think it might be close to nap time for me.

Pesky compound sprite sheets? Check this out!

Posted by
Saturday, April 18th, 2015 6:05 am

So if you aren’t using unity or other game helpers, and have to manually split up compound sprite sheets, check out this website:

ImageSplitter (opens in a new window)

It’ll allow you to split an image in to equal parts by row and column. Took me fifteen or twenty minutes of my time tracking down… hopefully I can save someone else that headache!

Of note – it also tells you where the individual image came from, by row and column! Super handy!

First time, super psyched! (I’m IN!)

Posted by
Tuesday, March 31st, 2015 9:39 pm

Hey folks! First time doing ludum dare, and I couldn’t be more excited!!

Hey can anyone tell me if we’re allowed to use purchased assets in addition to license free ones? Thanks!

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