About Jorjon (twitter: @jorjongames)

Game maker currently making games. Yes I know it sounds strange.

Entries

 
Ludum Dare 30
 
Ludum Dare 28
 
Ludum Dare 26
 
MiniLD 40
 
MiniLD #37
 
Ludum Dare 24
 
Ludum Dare 22
 
Ludum Dare 21

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Jorjon's Archive

Consolator 2.10.21

Posted by (twitter: @jorjongames)
Sunday, October 21st, 2012 5:38 pm

Looking for a Console for your Flash game? I’m currently developing Consolator, a simple library which attachs a console to your project, ready to use and fully customizable.

You can use it to debug your variables, or change your game while playing. You can easily call the methods of the objects you bind.


Some features:

  • Categories of messages, you can hide what you don’t want to see.
  • Bind any class and you can automatically access its public methods.
  • Visual auto-completion with a popup, just like an IDE would.
  • Easy integration: just addChild(new Consolator());
  • Fully customizable: change color, background, position, size, etc.
  • Remember the last commands used so you don’t have to write them again.
Download it from jorjon.com/consolator

Your ideas are welcome at consolator.uservoice.com

A #ludumdare client — With a Twist!

Posted by (twitter: @jorjongames)
Saturday, September 22nd, 2012 2:24 pm

So, I’m in! I just wanted to make sure I can accomplish this crazy idea of mine.

Since I’m not going to make a game, I’m going to create an enjoyable multiplayer experience, without goals. It’s an IRC client for #ludumdare.

The image you see above is the first screenshot taken on the #ludumdare chatroom. Those are all real people who were at the chatroom at that time. And that’s me saying something just to take a screenshot.

Some features this “client” (will) have:

  • Server-less. I don’t use an external server to store anything, all the information comes directly from the IRC server. And maybe I will use some information from the ludumdare.com page itself (a blink-blink if you got 100% coolness in the last compo… How is that not cool?)
  • Unique characters. The character is selected according to your nickname, so if you log in today or tomorrow, you will have the same character (as long as you use the same nickname).
  • IRC interface. Yeah, you will be able to actually log in with your username and chat.
  • Quick Commands. Simply click on an avatar, and from the menu choose /kick, /msg, etc.
  • Move around. When logged in, you will be able to move around your avatar. The others will stay in place. This will not be a concurrent multiplayer application.
  • Art. I will use the noncommercial assets from Oryx (I think that’s ok with the rules), and make some background art for the game, but since I’m not an artist, artists are welcome to help me in this part.

That’s all I have in mind for the MiniLD. I’m using my framework, which you can get here, but as with most amateurs frameworks, it is not complete / documented / and is subject to change in the short term. Use at your own risk.

If you have an idea/suggestion, please leave a comment below!

 

Social Evolution Post-Mortem

Posted by (twitter: @jorjongames)
Saturday, September 1st, 2012 7:17 pm


PLAY
 :: RATE :: TIMELAPSE

 

You need to socially evolve to get the girl you want. To have money, a car, popularity, etc. That’s what I tried to tell in my last game.

 Warning: This is intented to be a parody game, so please don’t take any advice in the game into the real life 😉

In this post-mortem, I’ll try to explain what things of the development process made me mad, what made me sad, and what made me glad.

It’s not a fun game!

At least for the last 30 minutes, the game wasn’t fun. That was driving me nuts through all the development process. I was thinking “I need to make this game fun, but how?”. Finally at the last moment I decided to make the “power-ups” come from the right side on a random basis. Before that, they were static.

This wasn’t my original idea

Indeed it wasn’t. I wanted to make a more strategic game, in which you had to train yourself to get more girls, and eventually you could get Lucy, the girl you always wanted. Of course, that was out of the scope because of the short time. 

I only had 24 hours

I woke up at around 8pm (yeah, I know), looked up the theme, and tried to think something cool. Obviously, nothing cool came about, or only ideas related to genetic algorithms, which I didn’t have the time to implement. At the end, I could have made a better and more balanced game with those extra 24 hours.

I’m (still) not good at pixel art

Not a bit. I lost too much time drawing and redrawing the characters and the background, and even though didn’t come with something cool. This is definitely something I need to improve for the next projects.

I had many versions before the “final” art

I couldn’t use my framework

My framework was on process on refactor when I learned that LD was the next day. So for obvious reasons, I couldn’t use it, and had to stick with plain Actionscript.

The Resource Maker saved lot of time

Indeed it did! If you haven’t checked out, my Resource Maker can process a folder and generate a Resources.as file which contains embeds for the assets found in that folder. I made a simple *.bat with a call to Resource Maker, hooked it on the pre-compile process, and I didn’t have to write a single embed line :)

I was well organized

There is something I’m more and more aware of: TODO list are a win. After I had some idea of what I wanted to do, I wrote a TODO list on a text file with what I needed to make in order to complete the game. Next, I had to stick to the plan, adding and removing things as necessary. After 12 hours, I was already implementing sounds and music, since the core game was already finished (although it was still boring).

 No interruptions

I wasn’t interrupted at all (except for going to sleep, going to the toilet and sleeping). That was a good thing since I was fully concentrated on the development.

Good prior sleep

Since I woke up at 8pm Saturday, I already had a full sleep. So all I needed was sleep only 4 hours during the development.

Good post-render effects

I followed this tutorial to make my fancy post-render effect. It took me around 3 hours to implement it, and it was well worth it :)

A quick comparison between normal mode and “fancy” mode

Easy music maker

Since I’m not a musician, this tool helped me a lot for the music. What I needed to do was to generate good sounding music, and put them together in a sound file.

Walkthrough

My compo is of only 24 hours

Posted by (twitter: @jorjongames)
Sunday, August 26th, 2012 3:29 am

I started very late… And had less than 24 hours to make something. My framework was not working, I got no idea of what to do, and I was working alone (no team motivation). Anyway, I decided to go with a simple idea, but somehow got stuck with making fancy effects to hide my inability to draw.

Resource file generator for Actionscript 3

Posted by (twitter: @jorjongames)
Monday, January 16th, 2012 10:08 am

Command-line tool that generates a single *.as file containing all the embeds of the folders passed.

An example of what this tool can make is found here.

This will help you if you, like me, like to store all your embed on a single “Resources.as” file. Every time I make a couple of assets I don’t want to add them by hand, so I run this application and it’s automatically done and embedded. It also handles *.tff (setting fontName and embedAsCFF=false as optional).

 

Usage

You can run resmaker -h to get the available list of parameters, but it’s really simple: you specify a bunch of folders where your assets resides (separated by comma), and where is the file Resources.as (will be created), and it will recursively iterate the folders. Remember to use always absolute paths.

For example, the sample I linked above was done using:

resmaker c:\Projects\LD22\assets -o c:\Projects\LD22\src\Resources.as

If you use it, let me know! It was originally made as a Python exercise, but as I found it very useful, I decided to share.

Download link here.

About the voting system

Posted by (twitter: @jorjongames)
Tuesday, January 10th, 2012 1:43 am

I’m just curious about the formula to calculate the final score.

No offence but in the top 50 overall there are some games that, although they are good, they don’t are even near to the top 50 overall category. When I checked the amount of votes that games received, I found out that it a very little number.

So my thought is: if I only receive 5 of 891 of votes, and for some reason they are kind to me and give me an overrated score, do I get an advantage?

Another thought: next Ludum Dare will have for sure 1000+ entries, and as the number increases, the chances of getting less scores will be higher; there will be games with 5 ratings at the end of the voting. If those 5 votes are friends of mine who also decided to participate, and give me an overrated score, do I get an advantage?

What I’m asking here is if the current formula to calculate the final position takes into consideration the amount of votes an entry got.

If not, it would be cool to make something about it, because as the number of entries arises, it will be a less manageable community.

NOTE: I’m not saying that there was something wrong with the voting, and I don’t want you to think that I’m saying this because I only care about the score. This LD was great as always: overall there were really cool games; and I managed to finish a game that I really like, and got really good feedback, so I’m very happy with it. The worries comes because I’m afraid that, as the average number of votes for a game drops (as it is dropping as the number of entries arises), in the next LDs the games will have a score that doesn’t reflect the reality, or will reflect the opinion of just 1-5 voters.

The Knock – Port Mortem

Posted by (twitter: @jorjongames)
Wednesday, December 21st, 2011 11:55 am

The last man on Earth sat alone in a room. There was a knock on the door…

Play It | Rate It

Origin

When I heard Alone was chosen as the theme, a set of bizarre ideas immediately appeared in my mind. I really wanted to explore about the feeling of being alone, about the psychological effect of it. Also, I had read The Knock recently so I wanted to explore more about that subject.

 

Development

The tools I used included:

  • Adobe Photoshop
  • Adobe Lightroom
  • Adobe Flash
  • Flashdevelop / ActionScript 3
  • as3sfxr »
  • Aviary »
  • A standard Digital Camera
  • Some burned papers
  • A friend (lol)

The art is rather simple, I took some photos of my house and I asked a friend to model for me. We did some shots of him walking, but because I lack equipment (tripod, marks, etc) the result looks a little bad. I did my best to correct the photos in Photoshop. The room is a part of my house, that isn’t even a room, but I couldn’t take a picture of a real room because the camera angle was too short. I applied Exposure and Posterize to all the images.

The programming was done entirely in ActionScript 3, using some features of my own library, but the vast majority was to be made from scratch. I used Flashdevelop because I’m really fast with it… Just press Ctrl+Shift+1 and it’s like magic!

 

What now?

I think I’ll work more time on this game. I’ll add more puzzles, make an easy mode, add language support, and maybe more rooms to explore, or explore more about the story. For example, what happened upstairs?

This was my second time on Ludum Dare, and I think it was a really good experience. I don’t think there’s something that went wrong, maybe next time I’ll add more features to my framework, like effects, sound support and embedding support; but at the end I managed to do what I intended to do.

Knock – More Progress

Posted by (twitter: @jorjongames)
Sunday, December 18th, 2011 4:17 am

I need to add some puzzles, music, audio, but the whole thing can be started and finished. I promise a new take on Loneliness.

Knock – Work In Progress

Posted by (twitter: @jorjongames)
Saturday, December 17th, 2011 10:55 pm

Finally removed the Googled photo. The photo I’m using now was taken by me. Now I’m legal :)

 

Knock.

Posted by (twitter: @jorjongames)
Saturday, December 17th, 2011 6:30 pm

Inspired by the shortest short-story ever written, by Fredric Brown.

The last man on Earth sat alone in a room. There was a knock on the door…

The Escapist – Post LD

Posted by (twitter: @jorjongames)
Monday, August 22nd, 2011 5:41 am

ENTRY :: PLAY :: TIMELAPSE

  • I don’t know how to draw.
  • I don’t know how to compose music.
  • I’m not a fast coder.

But somehow I managed to send something for this, my first LD.

I thought about making use of my previously designed Framework, as I posted before, but it turned out to be useless for what I wanted to do. In fact, most of the bugs I had were because of the framework, so at a point I decided to don’t use it. I ended up embedding all the animations by myself, using Actionscript 3 default listeners, and only relying on TweenMax for the animations.

Talking about animations, I mentioned that I don’t know how to draw, so I decided to make easy drawings, but that wouldn’t look good… That’s why I decided to create the line-moving drawings (I don’t know what is the actual name, I’m sure it has one). Also, glow always looks good, so everything was glowed by code.

At the beginning I didn’t like what I was doing, but after I started adding animations, I really liked what I was achieving, I just couldn’t believe it.

I really wished I could have done other scenes (The Escapist tied on a wood plank, going to a chainsaw), but the animations took me so long to make, and the code was getting so messy, I decided to put just one scene.

The code is far from perfect (but it’s really close to hardcode-perfect), and I have some random bugs that attacks and freeze the game without saying a thing, but I think it’s playable (I hope so!).

All I want to say is thanks for making me draw and thanks for making me code fast. Thanks for this opportunity. It was beautiful to see people all over the world uploading pictures of what were they eating, pictures about their workstations, their design docs… It was an amazing experience, and I hope I’m back next time!

The Escapist – Timelapse

Posted by (twitter: @jorjongames)
Sunday, August 21st, 2011 11:45 pm

Being 3.44am here, the upload of the timelapse finished :) (Click on the image above)

[Game link]

I see you on the next LD!

BURN IT ALL!

Posted by (twitter: @jorjongames)
Sunday, August 21st, 2011 11:16 am

 

 

 

An angry mob will always burn. So don’t lose!

The Escapist: Update

Posted by (twitter: @jorjongames)
Saturday, August 20th, 2011 12:47 pm

Thanks to whoever is following :)

Breakfast!

Posted by (twitter: @jorjongames)
Saturday, August 20th, 2011 5:56 am

Making progress with the effects, but now it’s time for Absinthe :)

The Escapist

Posted by (twitter: @jorjongames)
Saturday, August 20th, 2011 4:40 am

So I decided to create a Quick Time Event based game. For those who don’t know, a Quick Time Event is a game where one has to follow on-screen instructions, with information like what key to press, or what action to perform, in order to continue a sequence. A nice QTE modern game is Heavy Rain (see an example here).

In The Escapist, you are tied, caged, hidden, blinded (for a reason I’ll disclose later), and you have to try to solve all obstacles. The aesthetic of the game will be fuzzy sticks (because I can’t draw any better).

I give you a video as a preview.

 

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