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nope-logo-notext

So… apparently we only join in when a Soulsborne game drops, for some unknown reason! Last time for us was #29, so here we are again, a bit rustier than normal but with new tricks to play! Just like the last time, it’s only my little brother and me, with an added distraction, Ryuk:
Ryuk-2

As with every other time, we’ll be using:

  • Unity – for the complete game design.
  • Inkscape – for any kind of vector graphics.
  • Paint.NET – for any simple graphics.
  • Audacity – for the sound editing needs.
  • Gimp – for fancy effects!

And we’ll take resources from:

  • OpenGameArt.org (credits will be given properly in a case-by-case basis)

Finally, we’ll make use of other sites to help us in general.

  • WordPress – for the website.
  • Thesaurus – for all of our wordy needs.

We’ll try to make updates as we go, but due to time constraints, it may not happen at all!

PS: We’ll be hosting our game / site on http://nope.hol.es/ , so you’re all welcome to come have a look to see it grow! :) I may or may not update @Kalth_Streil too!

It is done! Kamikaze Snail lives! (Post Mortem)

Posted by
Monday, April 28th, 2014 5:59 pm

logo

Well, it’s been a long journey (not really, but it has seemed so!), but we’ve finally reached our destination. Kamikaze Snail, king among heroes, crazy mollusc, god of bazookas, is alive and kicking!

We’ve taken up to the last minute to finish and polish the games, but there have been a lot of mistakes, some unrealistic goals and a few other points. Alas, nobody is perfect, and so said our logo back in the olden times of LD28!

Anyways, I digress! Here are the conclusions we’ve drawn about this LD:

-There is never enough ice cream / chocolate.

-It is very important to consider your initial designs carefully before rushing them. In our case, we had a marvellous idea about recreating worlds made of blocks then destroying them, while keeping it at a massive scale. Our poor programmer paid the toll and had to devise some clever algorithm to deal with that, but we didn’t get as far as we intended. And actually, half the way there we realised we hadn’t even used those collisions, and only left them for a last minute thing.

-KISS. Yeah, I know, basic rule of life. But complex is so enticing :( Going for a crazy idea is fine if it’s a full-fledged project, but we’ve ended up with a risky bet: we had ‘no game’ till the past hours, and we shouldn’t gamble like that. Maybe next time we’ll decide to use place-holder graphics instead, and make a more scalable design.

-Vectors are beautiful, but Unity hates them. It’s incredible, but my art that took so many hours to complete looks absolutely awful on our game, despite being all vectorised, due to our choice of design and the inability of Unity to deal with vector stuff. Not only does it all weight much more, but also it has a resolution limit, and for our big-ass scale, that meant failure. Next time we’ll consider the scale and resolution issues more carefully before jumping the guns on huge-ass maps.

-Simple characters with a mixture of sprite and unity animations is much faster than trying to force everything into unity animation. I guess lack of dexterity and experience is important in this respect too, but hey, I get better every LD, so that’s covered!

-We are completely lacking at the sound/music resources department. Maybe I should look into it next time, I’m sure I can make some chirp tunes with a bit of practice.

So yeah, it’s not meant to be a full game but rather an entertaining demo with a 5-20 mins lifetime. Ergo next time we’ll try to come up with some simple yet scalable idea that includes procedural solutions, and see how it goes!

Overall it’s been a fun experience, as always, if only a bit frustrating due to the untimely release of Dark Souls 2 for PC just hours before the start of the jam.

How about you guys? How did you fare? :)

Kamikaze Snail

Kamikaze Snail

Beetles are just plain evil :(

Posted by
Saturday, April 26th, 2014 3:51 pm

sc4l

 

But our brave hero will surely defeat them!

It moveth! (and actually dies too!)

Posted by
Saturday, April 26th, 2014 7:12 am

Our angry mollusc is more alive than ever, and almost ready to rock!

lilguy

Sleep deprivation is already kicking in, but we’ll persist! For Snaily!

A wild hero appears!

Posted by
Friday, April 25th, 2014 11:47 pm

main_idle

You couldn’t tell from his looks, but this little fellow means business! :)

Brainstorming and design took way too much, but everything’s going steady now! I hope you’re all enjoying the initial rush! 😀

YOU JOINED – Dark Souls II and LD marathon!

Posted by
Friday, April 25th, 2014 6:07 pm

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Ok, it’s not our fault that FROM decided to launch Dark Souls II on PC just a day before LD. Prioritising it over our own sleep and other needs, yeah, we may be the ones to blame for that. Either way, here we are again! Two brothers going on a marathon to create a game in 72h and then finish Dark Souls II before fainting and hibernating for a week! Last time we didn’t do too bad, as we made a complete game, so let’s see if we can do better… or (hopefully not!) worse!

As with the previous time, we’re going to use:

  • Unity – for the complete game design.
  • Inkscape – for any kind of vector graphics.
  • Paint.NET – for any simple graphics.
  • Audacity – for the sound editing needs.
  • Gimp – for fancy effects!

Again, we’ll make use of resources from:

  • OpenGameArt.org (credits will be given properly in a case-by-case basis)

Finally, we’ll make use of other sites to help us in general.

  • WordPress – for the website.
  • Thesaurus – for all of our wordy needs.

We’ll try to make updates as we go, but due to time constraints, it may not happen at all!

PS: We’ll be hosting our game / site on http://nope.hol.es/blog/ , so you’re all welcome to come have a look to see it grow! :)

Made it in time! :D

Posted by
Monday, December 16th, 2013 7:04 pm

And here we go!

Pretty close to the endline, but we definitely made it :)

The upload’s not going so good, since apparently 150MB is too much for our free hosting, but the linkz will come in a sec.

For the moment, enjoy the screenies!

Yogo-0Yogo-2 Screenshot2 Yogo c

 

Incoming links for the Mac OS X / Windows / Web version (this one lacks support for the mage weapon sadly :( )!

Ok here comes the first link!

Mac Os X:  http://nope.hol.es/ld28-dist/osx/Yogo.app

Windows:  http://nope.hol.es/ld28-dist/windows/Yogo-Windows.zip

Hope you have fun playing it! :)

PS: It is strongly recommended to go with Good+ settings; otherwise the FPS go spike high for some reason or another!

We’re in! (nope)

Posted by
Friday, December 13th, 2013 10:45 am

nope-logo-notext

We are a small team (mainly composed of three people and a virtual cat) which is about to tackle this LD and actually hopes to survive it!

In our case, we’re going to use the following software to help us:

  • Unity – for the complete game design.
  • Inkscape – for any kind of vector graphics.
  • Paint.NET – for any simple graphics.
  • Audacity – for the sound editing needs.

Also, we’ll be taking resources from the following sources:

  • OpenGameArt.org (credits will be given properly in a case-by-case basis)

Finally, we’ll make use of other sites to help us in general.

  • WordPress – for the website.
  • Thesaurus – for all of our wordy needs.

We’ll try to make updates as we go, but due to time constraints, it may not be possible at all!

Anyhow, wish us luck!

PS: We’ll be hosting our game / site on http://nope.hol.es/ld28/ , so you’re all welcome to come have a look and maybe share some story :)

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