About LPGhatguy (twitter: @LPGhatguy)

I make games that are mutually exclusive with fun.

Entries

 
Ludum Dare 29
 
Ludum Dare 28
 
Ludum Dare 27
 
Ludum Dare 26
 
Ludum Dare 25
 
Ludum Dare 24

LPGhatguy's Trophies

Great Narrative in a Game Award
Awarded by ananasblau
on December 17, 2012

LPGhatguy's Archive

In for 32!

Posted by (twitter: @LPGhatguy)
Tuesday, April 14th, 2015 2:45 pm

I’ve skipped out on the last few Ludum Dares because of life, but this time, that all changes.

This time around, I might just participate!

I’ll be using:

  • Editor: Sublime Text 3
  • Language: Lua
  • Framework: LOVE + Carbon
  • Art: Krita and/or Photoshop
  • Audio: MuseScore!

I’ll be using a framework I’ve been working on for non-LOVE things (Carbon) and we’ll see if it’s any good in a pinch!

Ludum Dare #6!

Posted by (twitter: @LPGhatguy)
Wednesday, April 16th, 2014 3:31 pm

Howdy!

This is my sixth entry into Ludum Dare and my girlfriend, Cassie’s third. This will be happening the weekend we get back from Seattle’s Sakura-con, which will perhaps provide some sort of inspiration for our game, for better or worse. I’ll be doing all the code and audio for our game, while Cassie will be entirely in charge of visual arts.

My set of tools is as follows:

  • Operating System: Ubuntu GNOME 14.04
  • Code Editor: Sublime Text 3
  • Score Software: MuseScore
  • Audio Editor: Unknown/Custom

Cassie’s tools:

  • Operating System: Windows 7
  • Image Editor: GIMP

Frameworks and code snippets:

See you all on the far side!

Jam Playable – Polish Time!

Posted by (twitter: @LPGhatguy)
Saturday, December 14th, 2013 11:31 pm

The jam entry I’ve got going with my girlfriend (the same artist who did my last entry with me, :Fast :Food) is almost completely complete! I’ve got a little UI code to optimize and some menus to write, but otherwise, we’re just about set. This is great since she can’t work tomorrow on the game and I’ve only got a couple hours on Monday before submit time.

The game is a fighting game with a few characters (three right now, I’m pushing for a fourth to balance out everything) and only a single button. You hold that button to swing your sword, and tap it to hop in the direction of the arrow at the bottom of your side of the screen. Both arrows are random, so you have to account for anything coming your way. It mixes randomness and skill into one bundle and it’s great fun.

You’ll be able to pick what direction your arrow starts at, putting you towards offense or defense, and we might have something to the tune of Divekick gems in the game. We’ll see how tomorrow goes for me, because all the art is done!

We still need a game name! Help!

Here’s what a little battle between two of the characters looks like:
Fighting Game

Thanks, and see you all on the other side!

What a nice bug!

Posted by (twitter: @LPGhatguy)
Monday, August 26th, 2013 4:09 pm

This was a fun bug with the intro to our game. It’s been squashed, and now we’re pushing to the finish! 😀

Perhaps a jam?

Posted by (twitter: @LPGhatguy)
Friday, August 23rd, 2013 7:25 am

As you may be aware, this is my one-year anniversary of my first Ludum Dare. Each of the past three entries I have made have been competition entries, but there might be a change this time around.

My art has never been good, and I just happened to have found someone willing to do art for me, even though she’ll be at work for a good deal of the weekend. All should be awesome on that front.

On a similar tone, I’ll still be attending Friday Night Magic tonight, which lets me use the time that is Standard Constructed to bounce game ideas off of everyone.

If all fails, I’ll join the LDTP and create a tower potato game, but let’s hope it doesn’t come to that.

Forgot one thing —

Posted by (twitter: @LPGhatguy)
Thursday, August 8th, 2013 7:27 pm

Yeah, I’ll also be using the same tools as the past two Ludum Dares, more or less. Whether my music is synthesized or played live depends on how I’m feeling. LD #24 and #26 were both synthesized for me, while I did some weird recorder playing for #25. It worked out well, so maybe I’ll pull out a few more instruments this time around.

This time around, if theme permits, I’d love to make a level editor so I can make maps that are a little bit more robust.

Tools:


Existing Code:

Methinks it’s a fourth go!

Posted by (twitter: @LPGhatguy)
Tuesday, August 6th, 2013 9:13 pm

Just one year ago, I participated in my first Ludum Dare. This will be my fourth experience, and I’m absolutely sure this event has changed my life.

I went through the experience of the past three Ludum Dares with different life events and different moods, resulting in quite a different game in Ludum Dare 25 when compared with 24 and 26.

Ludum Dare #24

I came to participate in Ludum Dare for a few reasons. I’ve struggled with depression my whole life, and I’ve been programming since 5th grade. Things were reaching a point where I couldn’t work on anything consistently, whether they were hobby projects or school work. I had been thinking about joining up in Ludum Dare but didn’t ever commit to it. But then, sometime last August, something clicked. I picked up LÖVE, a nice platform that allowed me to use a language I knew well – Lua – and still produce games that seemed pretty great.

I agreed to Skype with a friend of mine, Luke Weber, for the whole weekend while we both worked on games. He was working within ROBLOX, and though I’m not sure his game really fit within the rules of Ludum Dare, he had a lot of fun. Half way through the competition, I had very little to show for my work. Luke pressured me to continue on even if it meant my game wouldn’t be the one I had the vision of making going into the challenge. In the end, I created “UNBOUND,” which wasn’t really a game at all, and it hardly fit into the theme of “evolution.” Everyone posted rather constructive comments on the game and I was happy with what I produced.

Ludum Dare #25

For my second attempt at this challenge, I came in a little more prepared. I started about a month before the competition on a project – a framework on top of LÖVE that would get rid of all the mundane stuff like content management and make development of the actual game come first and foremost. I didn’t make anything too terribly impressive, and in the end I created a game that was much simpler than in Ludum Dare 24. It was a game about throwing people off of a bridge, called London Bridges. Why? Because my girlfriend of the time was an aspiring engineer. Other than that I have no justification for such a concept, but it was fun, and was remarkably more happy than what I produced in Ludum Dare 25.

Ludum Dare #26

By this time, the girlfriend I had in the previous go at Ludum Dare had dumped me. I was interested in a new girl, but it wasn’t going to work out. I had sunk pretty low again, and had been keeping a journal full of awful things. After participating in Ludum Dare, and creating a game that was essentially a spiritual successor to UNBOUND, JOHN I felt free of whatever burdens I had been carrying before, but with them went my emotions. I felt empty.

Things got better eventually, and that was four months ago or so. I’m excited for Ludum Dare 27 and whatever it brings, as long as the theme isn’t something like “evolution of kitten fishing” or the like.

See you all around.

JOHN – Postmortem

Posted by (twitter: @LPGhatguy)
Thursday, May 16th, 2013 1:07 pm

This is a postmortem about my lövely game, JOHN, which you can play right here. If you haven’t played the game yet, this contains spoilers and the game takes around 2 minutes to complete, so go play it.

I’m rather happy with my game overall my third time around, though it is by no means a happy game.

JOHN is a game about being in a perpetual nightmare, and for being a game about eternity, it is exceptionally short. I was in a very similar mood as I was when I made my Ludum Dare #24 game, UNBOUND. The mechanics are very similar, the tile loading scheme is nearly the same, and the aesthetic is obviously from the same mind.

I began Ludum Dare on a stream on TwitchTV for the first while with my friend Brandon, known by lots of different aliases in lots of different places. It was fun, but I eventually turned off the stream on the second day because I wasn’t feeling great. That’s when I got most of my progress done.

Walkthrough of Authoring

Day 1/3 — A Plan? No.

On my first day, I got nothing done. I was still on stream throwing ideas out with Brandon, but none of them felt like they were any good. With the theme of minimalism, you could make anything, but I didn’t want to make anything, I wanted to make something special. I patched up a couple pieces of my game engine and went to bed early with nothing in mind to make.

It was then that I had a lovely nightmare-type dream that gave me the idea for the basis of the game. You would play as a character named John, and you would be trapped in a world that was inherently hostile, yet resembled something you once knew. I was excited to get working on it when I woke up really early, but I needed more sleep, so I went back to bed and woke up a little while later.

Day 2/3 — It begins.

This was the day where everything began to click. I developed a character with rather bright colors who resembled very heavily first version of the character from UNBOUND — you were top-down and were wearing a hat. I dropped the hat in UNBOUND, but kept it for some amount of depth in the character for JOHN. I made a couple animation frames and rigged together an animation system with some amount of character movement. This time around, I’d be rooting the sound engine within each of my game components so that I didn’t have to make too much artificial ambiance.

The character ended up something like this:

Character Progress (video)

By this time, I had figured out that I wanted the world to be a dream. You would then wake up into foreign world that would be revealed to be a dream. I implemented collision, a finalized map format, and a couple triggers in a special system. I drafted out the early version of the early “prologue” level which would span around 15 seconds on a standard playthrough, made another video, and published it.

Super Early Gameplay Video (video)

After the first level, I took a little bit more time and put together a bunch of tiles and sounds. I made title music, experimented with directional sound a bit, and finished a fader queue system that never did work right, which got some complaints in the reviews. I drew some sort of title screen too!

title_screen

I made something hostile in this game, which was something many people were complaining about in UNBOUND — there was tension, but nothing actually out to get you. I ended up with my lovely shadow demon:

Shadow Demon (Rough) (video)

After making that good gameplay element (which would only appear twice in the whole game) I decided to hit the hay for the second time.

Day 3/3 — Finish! Polish! Publish!

The third day consisted of finishing up the game, adding an ending, and fixing a couple sounds. My TODO list from the day reads the following:

  • Make Shadow Demon pretty
  • shadow_scream.ogg
  • Third Level
  • Fourth Level
  • tunnel_ambient.ogg
  • tunnel_cue.ogg
  • Atmospheric glow
  • Make wall scratching scary
  • VICTORY

And so I did everything on that list (though I changed the shadow scream to more of a non-human screech thing) and made existing assets a little bit prettier, about as well as I could given my lack of art skills.

I uploaded a video of my third level before moving onto the fourth and final level to demonstrate to some friends what sort of progress I had made with everything.

JOHN – Progress! (video)

I sent the game to a few good friends for a little bit of testing. The feedback was mostly positive, except that the game was really short. It was really short. I fixed a couple game-breaking bugs, and uploaded my entry with a couple hours to spare.

I went to bed some hours later after playing a few games and promoting my game on a couple of those streams.

General reflection

Unlike Ludum Dare #25, I’m not sure I had what I’d call “fun” with Ludum Dare 26. I’m happy with what I produced, certainly, and it was a great relief to pour my emotions into a game like this. Going into the competition, I felt depressed and terrible, but coming out of it, I felt quite a bit better. It didn’t last, but it was still a great break from the bleakness I had been living in.

My biggest issue in the ratings is going to be the length of the game. I personally feel like it is a “Ludum Dare size” game, as people must remember that there are over a thousand other games left to rate after my game, and I’d rather not take up all that time with a long story of pure anguish.

I’d love to do a write-up of the level format I wrote specifically for JOHN, so keep a lookout for that, as it’s a rather efficient format overall with relatively good results.

Thanks for your time.

Ludum Dare 26 is done!

Posted by (twitter: @LPGhatguy)
Sunday, April 28th, 2013 7:33 pm

SUBMITTED!

And so I’ve finished my third Ludum Dare with complete sanity!

Just like my Ludum Dare 24 entry, this time around I made a game that was hardly a game at all.

I went for minimalism through colors and went crazy with sound design.

As one of my friends stated earlier today,

“the whole game is a plot hole!”

But I’m happy with it, and clocking at just over 4000 lines, I give you…

JOHN,

the game that isn’t a game at all, but was really fun to make.

You can play it here.

I’m not good at art

Posted by (twitter: @LPGhatguy)
Saturday, April 27th, 2013 3:32 pm

So I decided to clamp my environment color scheme down.

This here is the story of my life:

Yeah, right.

Yeah, right.

Music Playlist for Ludum Dare 26!

Posted by (twitter: @LPGhatguy)
Friday, April 26th, 2013 6:06 pm

One thing that’s seldom mentioned is the music to go with all this game development!

When I’m not writing my music for my game this time around (which I really like to do) I’ve got a rather large set of music to listen to.

My 836 song music rotation for this time around is as follows:

Every studio recorded song ever from these artists:

  • Arcade Fire
  • Cake
  • Simon & Garfunkel

Every album-recorded song ever from these artists:

  • Avenged Sevenfold
  • Franz Ferdinand
  • Weezer
  • Green Day
  • Mumford & Songs
  • Queens of the Stone Age
  • Juanes

And a select set of music from these artists, either because of style changes or laziness in acquiring their music:

  • The Beatles
  • Leonard Cohen

If this music turns out not to be enough, I have a 360 track list of lots of classical music, including John Williams, Beethoven, and Jason Graves.

And if that turns out not to be enough, I have a playlist of musicals like Jesus Christ Superstar and Fiddler on the Roof prepared!

I think I’m set!

And so I enter Ludum Dare 26…

Posted by (twitter: @LPGhatguy)
Wednesday, April 17th, 2013 7:44 pm

I’m back for a third go at Ludum Dare. After a first rather successful (in the personally fulfilling sense) and second substantially more successful entry, I feel. I will be entering with very similar sets of tools as the past two times but this time I will entering with ROCK-HARD DETERMINATION. That determination, of course, is to make something that makes me happy.

Tools:

  • Language: Lua
  • Framework: LÖVE
  • Code Editor: Sublime Text
  • Music Writing: MuseScore
  • Audio Editing: Adobe Audition CS6
  • Image Editing: Adobe Photoshop CS6


Existing Code:

Merry Christmas to all and to all a good night!

London Bridges Reflective Post

Posted by (twitter: @LPGhatguy)
Saturday, December 22nd, 2012 11:23 pm

This is a post-mortem of my second Ludum Dare. You can play the game it’s about, London Bridges, here.

I used my open-source frame by the name of Ussuri to write my game, which is available here and the version I used in the entry available here as it’s been in relatively heavy development after the competition.

When the theme was announced, I was excited. I immediately coded in a couple core objects while thinking about what on Earth I was going to do. Talking with my long distance girlfriend the entire weekend gave me some interesting ideas, and these started here. We both started throwing out names of various villains and player challenges that were present in popular games, movies, books, comics, songs and the world. Some of them aren’t weren’t even villains! I have a big hand-written list with some of the ideas not really being relevant, but my printer/scanner isn’t cooperating (HP doesn’t like Windows 8) so a typed out version is available here. It included names like Darth Vader, zombies, Omni-Man, and Gandhi.

The last idea (which came about because my girlfriend is an engineering student) was that you were to be a bridge trying to collapse itself to kill as many people as possible, with engineers that looked like spiders crawling all over you to try to fix you. The idea ended up changing into a game where people were trying to hold a parade and you felt the urge (as the bridge) to throw them off. It was going to be a castle-defending type game, except there would be multiple floors.

I spent my first night was spent making a couple core engine additions to assist in things I struggled with in Ludum Dare 24. I then made a title screen and went to sleep.

I got about 10 hours of sleep, which was nice, and got to working. I made the gameplay switch in my sleep the night before, and started coding that. By the end of the day I could throw people off the bridge, and I had placeholder sounds, art, and music in place. When you picked an enemy up they would declare “I am picked up” and then would proceed to proclaim “I am falling” upon being dropped. I went to be and got another 10 hours of sleep.

The final day, I added in more enemy types (including a last minute “nondescript animal” which may or may not be a goat) along with real sounds and music. I updated the bridge graphics, polished up some menus, added an intro, some instructions, winning/losing conditions, and some floaty clouds. I rebuilt the sound engine from the bottom-up to allow for more sounds to be played at once (which was really worth it) and considered it done.

I then traveled to a friend’s house to demo the game to him and a couple others. It went really well except for the fact that I had a massive, game breaking bug. Camera tweening on slower machines would go on forever, breaking everything. I ran home with two hours before the compo ended and fixed the bug, confirming with a couple other friends.

I screened for any more bugs before submitting the game.

What went well:

  • I had experience from Ludum Dare 24 which helped in the overall experience
  • Having a framework instead of writing from scratch was way easier.
  • People got laughs out of the sounds and overall concept of the game
  • I slept for almost have the competition and still finished.
  • I made a game that I enjoy

What went badly:

I’m not entirely sure at this point, but there are some people who just don’t like the game. Some people just don’t like my voice, either. This’ll probably get sorted out more later once the scores come in, but as it stands I have no idea.

What I learned:

  • Having a framework beforehand makes development much much easier
  • Music is a wonderful thing, as is good company

I’ll be ready for Ludum Dare 26 with an improved version of the framework, and even more game development knowledge.

Game Breaking Bug Squashed!

Posted by (twitter: @LPGhatguy)
Sunday, December 16th, 2012 5:40 pm

So I went to demo the game to a few non-programmer friends who have not-so-great computers.

Before this time, I had only tested it on my supercomputer and a bunch of friends’ computers with mid-upper end gaming computers.

I discovered an issue with my camera tweening overshooting (which I was worried about and noticed small signs of before, but never fully fixed it.) I added four lines of code and submitted, and it all should be fixed.

As always, you can play my game HERE.

Give me a shout-out at @LPGhatguy on Twitter with feedback!
And as before:
+1 nondescript animal

Done! Submitted! Bridges!

Posted by (twitter: @LPGhatguy)
Sunday, December 16th, 2012 4:00 pm

I’ve submitted my game!
It’s a game about throwing people off bridges for your own personal reasons.
I’ll be back later to upload a scan of a list of villains I considered, I’m heading off to demo the game to some more friends now.

There are also goats in the game, or cats, or babies, or whatever. Officially we’ll just call them “nondescript animals.”

You can play it here:
http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=14296

Progress!

Posted by (twitter: @LPGhatguy)
Friday, December 14th, 2012 11:59 pm

I’m making a game about a bridge who happens to be trying to collapse itself. You try to stop a bunch of engineers from fixing you by flinging them away and using powerups.

Programmer art title screen:

Everything is going much smoother than last time around, and I have a game that has gameplay!

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