About lparker (twitter: @@moongateuk)

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Ludum Dare 32
 
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October Challenge 2013
 
Ludum Dare 27
 
MiniLD 42

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It’s my 10th LD… I’m in.

Posted by (twitter: @@moongateuk)
Sunday, December 4th, 2016 3:19 am

So this is my 10th Ludum Dare.

As normal I’ll be using Unity3D as my engine of choice.

But depending on the theme I’ll only use Affinity Designer (if I go with 2D) or both that and Blender (if I go with 3D)

LD36 Postmortem TL;DR

Posted by (twitter: @@moongateuk)
Wednesday, August 31st, 2016 10:12 am

So my main Post Mortem is over here: http://moongate-games.co.uk/blog/2016/8/31/ludum-dare-36-post-mortem

But for those of you who are short on time etc then here’s a TL;DR version for you all.

How I feel it went:

It went much better than my previous ones.

What went well:

Pretty much everything from having a well structured internal system, to proper planning and having trial features that worked more or less perfectly right off the bat.

What could have gone better:

Bug fixing is really the only thing that could have gone better from this, I basically spent too much time fixing what turned out to be something really simple because I didn’t step through things properly.

What have I taken from this:

Trying out new ideas on how things are done etc results in some really good and fun things.

Mental health is really important when doing something like this (or just in general really.)

Any variation of the swing music genre is really good to code to.

Conclusion:

Things went really good, not much went bad, need to improve on bug fixing skills and that’s it I think…

Update Time!

Posted by (twitter: @@moongateuk)
Sunday, August 28th, 2016 5:10 pm

So I’ve spent most of the day bug squashing (the bug in question is still in the game… It’s a very big bug, and needs a very big thing to whack it with.) and making the UI for this project. Which fora basic one I think looks pretty good.

I’ve also been working on tweaking the tile shader a bit for a more prominant flash.

LD36 Update on A.R.C

Posted by (twitter: @@moongateuk)
Sunday, August 28th, 2016 5:17 am

Well I took  half a day off gamedev and ldjam yesterday for spend some time with a very good friend and my family, which has invigorated me to focus on this project in a much better mindset than I was in. So without further a-do, this is what A.R.C currently looks like.

I’m currently recording the whole development so I can put it up on youtube at somepoint in the near future.

I’m in.

Posted by (twitter: @@moongateuk)
Wednesday, August 17th, 2016 3:44 am

It’s a bank holiday weekend over here so I’m in.

The only thing I’m certain I’ll be using is Unity3d.

Depending on the theme and the style I go with I’ll be using the following:

  • Affinity Designer
  • Blender 3D
  • Kenny Studio NXT
  • FL Studio
  • And maybe some custom built stuff.

Hopefully this time around I’ll be able to make a viable game 😀

Ludum Dare 34 – The Postmortem

Posted by (twitter: @@moongateuk)
Tuesday, December 15th, 2015 4:38 am

So it’s been a mixed weekend for for me especially with the 34th LDJam. I’m sad to say that I couldn’t get anything up this time as once again I think I over done everything on the actual project itself. In the end I had a playable game which would loop through and randomly generated dungeons.

The gameplay itself was a click to move kind of game with basic path finding (thanks to Quill18’s tutorials on youtube.) where you had to go through different dungeons collecting scrolls before reaching the final level and destroying the boss. The controls were already set out for using a mouse with right click and left click only.

What went good?

Well in terms of the ldjam itself most of the stuff went really good:

  • I stuck to one idea and evolved it to suit all of the final themes.
  • Had an outline and todo list of items that had to be done and kept to it.
  • Learnt something new. In regards to 2D path finding (Which I could find no basic ones on the unity asset store.)
  • I now have a character that I want to develop on for a series of projects next year.
  • Focusing on my work rather than getting side tracked by social media.
  • Knowing when to stop and wind down.

What went bad?

So not a lot of different things actually went bad to be honest:

  • Having a few game breaking bugs that I obsessed over. One bug took almost 2 -3 hours to track down and fix.
  • Not keeping the design of the game simple.
  • Getting distracted by other people and being in areas of distraction.

What have I gained from all this?

So all in all it was a pretty good run even though I didn’t manage to get anything pushed out again. But I did manage to learn a fair bit about path finding and that having a “World” and randomly generated “levels” actually works really well. I gained a character design that I plan to use in a few of my small projects next year.

So if you want to keep up to date with what I do follow me on twitter @moongateuk, Like the Moongate Games UK page or keep an eye on moongate-uk.co.uk.

Keep up the gamedev everyone.

Code snippets for everyone to use

Posted by (twitter: @@moongateuk)
Tuesday, December 8th, 2015 6:13 am

Hey everyone,

For my own use I’d been coding up some base code for items and levels. So as of yesterday I’ve put them up over at itch.io and it’s called Basecode Bits.

It’s free to use for anything and will be updated with different little snippets predominantly for game dev and game jams.

This is what’s currently included in the small pack:

  • Level Object.
  • Item Object.
  • Basic Level Generation Code.

If you have any ideas or suggestions then post a comment over on the itch.io page.

I’m in… for the 8th time.

Posted by (twitter: @@moongateuk)
Monday, November 30th, 2015 11:08 am

So yeah I’m in, for my 8th Ludum Dare I’ve attempted.

Over the past few LD’s I’ve really not been up to standard due to formulating ideas that are just really large. So this time I’m going for the small (like really small) games that actually stick to the theme. All whilst trying something new.

Weapons of Choice:

Engine: Unity3D.

Graphics: Affinity Designer.

Audio: Bsfxr.

Language: C#

Also LD related, I was going back through my old LD projects and decided to do a rework of my LD #27 entry called GravNav you can have a look at the announcement for the new version here and have a look though the screenshots for the old version here (Sadly none of the links work for playing or looking at the source as they direct to me old website.).

Anyway good luck everyone, hopefully this time around I’ll do better :D.

LD33 – A Post-Mortem

Posted by (twitter: @@moongateuk)
Thursday, August 27th, 2015 3:15 am

Well I can certainly say that this Ludum Dare could have gone a lot better for me. I think that I tried to do too much for this, especially building an in-game level editor for it.

So this is what went wrong:

  • Focusing to much on making this level editor for the game.
  • Taking a few too many breaks.
  • Trying to be clever with the theme.
  • Not really having a solid plan of action done.

What went right:

  • Managed to live stream it.
  • Actually got the level editor working to the point of making levels. It just took all weekend.
  • It looked ok.

So yeah as you can tell not much went right and a lot went wrong. Though out of all of this I do have a few ideas down from the other themes.

Well untill next time everyone,
just remember,  don’t make the same mistakes I have.

I’m in… And I bring tutorials.

Posted by (twitter: @@moongateuk)
Friday, July 31st, 2015 8:34 am

So first and for most I’m in for LudumDare 33.

I’ve actually lost count of how many I’ve been in, I think it’s like 6 or 7 now.

So this time my weapons of choice are:

  • Unity3D.
  • Not sure on music yet.
  • Blender.
  • Affinity Photo, and Affinity Designer.
  • Bsfxr.

Also for those of you who are interested in having an in-game Level Editor in their LD game I have a set of tutorials for that over at http://moongate-uk.co.uk/the-tutorials/ they are still in progress and mainly for those who use Unity3d but I hope those who don’t use it can get something from it.

LudumDare Compo – A Postmortem

Posted by (twitter: @@moongateuk)
Monday, April 20th, 2015 4:16 am

This has to have been one of the best Ludum Dare Compos I’ve done since most things actually went right and I saw things through from start to finish.

The full postmortem is over on my own website here at http://www.moongate-uk.co.uk.

But for those who don’t have the time to read indepth stuff here’s a TL;DR.

Postmortem TL;DR:

What went wrong:

– Diving in the deep end with new skills.
– Being indecisive about certain parts.
– Focusing to much on issues and over looking things.

What Went Right:

– Using planning and Lists.
– KISS (Keep It Simple Stupid).
-Not deviating from the original idea.

I hope you enjoy the read if you decide to read the full version over on my site.

Zombies LOVE Bread!!

Posted by (twitter: @@moongateuk)
Sunday, April 19th, 2015 4:35 pm

Zombies Love Bread – Fact!!

Since they love bread that much they seem to eat it if it’s LAUNCHED at them.
Even though it turns them to dust.

Use your tasty Bread Launcher to protect your assigned area from the sudden influx of zombies…

Good Luck Random Person…

http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=24424

Screen Shot 2015-04-19 at 22.00.25 Screen Shot 2015-04-19 at 22.01.14

Good Progress for the first Day.

Posted by (twitter: @@moongateuk)
Saturday, April 18th, 2015 3:58 pm

Today as been pretty good development wise, I’ve managed to get the gameplay all sorted and most of the level layout done.

Screen Shot 2015-04-18 at 21.49.03

Screen Shot 2015-04-18 at 21.49.49

I’ll have a bit more on my own website www.moongate-uk.co.uk

Progress Update #1

Posted by (twitter: @@moongateuk)
Saturday, April 18th, 2015 9:34 am

So it’s been pretty good this morning.

I have the full update over here.

But if you don’t fancy browsing over to my site, I have two short out takes from this morning.

I’m also streaming the development over at twitch.tv/moongateuk

LD32 – Obligatory I’m In Post

Posted by (twitter: @@moongateuk)
Wednesday, April 15th, 2015 3:41 am

Obligatory “I’m in” post for like the 6th/7th time.

First of all I’m very disappointed with the internet (as detailed here). But apart from that the themes this time around are pretty good and I’m really looking forward to which one comes up.

Tools for the weekend:

– Engine: Unity3D
– Language: C#
– Graphics and Modeling: Photoshop and Blender.
– BGM and SFX: abundant audio and Bfxr

These may change over the duration of the LD compo.

MiniLD #58 – Gravity Pong – Dev Update 2.

Posted by (twitter: @@moongateuk)
Sunday, March 22nd, 2015 12:48 pm

So since my last post earlier on I’ve had a few issues with some of my stuff being lost after unity decided to freeze, but I managed to get it back to how it was (Since it was the scene.)

I’ve managed to get a  fair bit done, including adding automated paddles which act more as obstacles than being any help, I’ve also added in the goals and a ball reset when you hit the goals.

On my Youtube channel there are the development timelapses as well.

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