About Mach60KAS (twitter: @Mach60KAS)

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Ludum Dare 34
 
Ludum Dare 33
 
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Ludum Dare 26
 
Ludum Dare 24
 
Ludum Dare 23

Mach60KAS's Trophies

The fab js game that involves like 6 colours and is short award!
Awarded by RHY3756547
on May 2, 2013

Mach60KAS's Archive

In at the last minute!

Posted by (twitter: @Mach60KAS)
Saturday, August 25th, 2012 3:18 am

Despite having virtually no time at all this weekend to be making games with, I’ve jumped in to Ludum Dare again!

I’ve decided to take it easy and write an interactive story with Twine, a first for me but ultimately necessary if I want to produce anything complete this weekend. Besides, I feel it’s a medium not approached often enough in events like this – it’s certainly an experiment for me!

So, I’ll get cracking and post some more updates in time. :)

Quark – A Postmortem

Posted by (twitter: @Mach60KAS)
Monday, April 23rd, 2012 5:17 pm

Wow, I’m beat. That weekend marked my first complete Ludum Dare (and first arguably complete game, too!). I’ve learned a lot of lessons about what to and what not to do for the Compo, and overall had an awesome experience! I’ve put together a timelapse of the creation process below, which I feel is great as I can see all the effort of two days compressed into 5 minutes.

Although a very stressful weekend (the final bout of crunch time in particular springs to mind…), I am relatively happy with what I have created – despite the lack of such critical video game assets as enemies and music. Still, here is the overview:

What Went Right

  • I more or less had a plan: I didn’t go in to the design blind expecting things to just happen. Planning out key features and the remaining critical systems helped me to not only prioritise what needed to be done, but also allowed me to see what features weren’t working or could be cut to fit into the time constraints.
  • I was very pleased with my art. This was a major confidence boost seeing how well I felt it had turned out, and I felt it motivated me during the final hours so as not to go to waste.
  • I was more or less entirely motivated throughout both days.
  • I remembered to take the weekend off work. This was single-handedly the most important thing ever.
  • Some familiarity with the Stencyl framework helped the coding segments.
  • The Ending.

What Went Wrong

  • My inexperience at programming severely limited not only the rate at which I could work, but the complexity of the features I could integrate.
  • The lack of music really got me down, and ultimately during the last hour I had the choice of whether to favour music or to fix the critical bugs present in the game. I chose the bugs.
  • At the 6 hour remaining mark, I completely panicked. The game had a major warp glitch that rendered the game unwinnable (if the game can even be won per se), and I began to panic with 3 rooms still to design – after calming myself (by working) I eventually managed to face the challenges head on. I feel improvements could have been made with this extra time that was wasted.
  • I left the music till last. For me, composition is a very time dependant process – if I feel rushed, it falls flat. This should be a Day One task, not one for the last few hours.
  • I was not properly managing my time: one animation took over an hour to create – this should never be the case!

This Animation. This is Why.

Changes to consider next time / Advice

  • I should become far more familiar with the Stencyl framework to allow myself a fighting chance.
  • I’m asking the next LD off work, too. This has been a great experience.
  • Better time management.
  • More music, created earlier in development.
  • I should at least learn how to code enemy behaviour – a key feature that had to be cut during the final two hours.
  • I should attempt to achieve the same standard of art (if not better), but I can’t waste time on a single animation like I did here.
  • Overall, I just need to be far more prepared.

I feel that if I were to have spent more time on the game, the early mental picture I had of the game would be attainable, perhaps this could serve as a further project? I’d really love to flesh this concept out into a fuller, richer game – and I guess I have all the time in the world to do it! So, why not?

However, I felt a major time killer was that my original idea (the player shifts gravity) was midway through actualisation before I realised it was just impossible as a balanced game mechanic. I just scrapped it after looking at the long term, and my project seriously improved for it. Hence, if anyone is interested enough to peer through the source code there are various vague references to a “GravDir” in the movement behaviours – just holdovers, really.

Quark

I’ve gained so much invaluable experience from this weekend alone: safe to say I’ll be attending the future Ludum Dares! Though next time, I’ll be more prepared for the challenges present. I was totally caught off guard by the workload, having given up LD22 due to work interfering I was unaware of how taxing making a game truly was. I guess I’m rather happy with the end result – it’s flawed and imperfect, but I can always fix it up later. :)

If you’re interested, my game’s page can be found here. I appreciate all your comments and feedback, especially negative!

Good Morning!

Posted by (twitter: @Mach60KAS)
Sunday, April 22nd, 2012 1:59 am

Lots of work to do today, so I best get started immediately! Next up is the checkpoint system, and then I can implement death. Once I have a new tileset, level design can begin for the indoor segments too! I certainly hope I can meet the deadline… 😛

Textboxes and Damage

Posted by (twitter: @Mach60KAS)
Saturday, April 21st, 2012 5:47 pm

Two of the very latest and greatest features coded into the base for my game, Quark!
Textboxes and hearts
Obviously, both of these features are very important to playing the game and teaching the player. Next up is death, and then the main quest. Music shall follow!

Bonus: The heart graphics as seen in the game!
Full Heart
Half Heart
Empty Heart

Got plenty to do tomorrow!

Prototype 1

Posted by (twitter: @Mach60KAS)
Saturday, April 21st, 2012 8:33 am

Finally got the platforming base done. Had to nix the changing gravity idea though :( Current graphics as shown:
Graphics Prototype

Progress

Posted by (twitter: @Mach60KAS)
Saturday, April 21st, 2012 6:35 am

Design is coming along well! Quark’s early designs are shaping up:
Quark Design

Livestream

Posted by (twitter: @Mach60KAS)
Saturday, April 21st, 2012 3:00 am

I’m now broadcasting! Link Here: Clickie!

Started!

Posted by (twitter: @Mach60KAS)
Saturday, April 21st, 2012 2:25 am

 

Came across a somewhat half baked idea, but it’s enough to get started on for now. Beginning with the tileset, then I’ll make the first room of the world.

Tileset Editing in Pickle.

After this, I’ll need to:

  1. Come up with puzzles and platforming mechanics.
  2. Make more tiles! Obviously.
  3. Create Music and SFX.
  4. Design a Player Character.

I will say that the most likely name for my character right now is “Quark”, hopefully I’m not giving too much away there… 😉

Ideas…

Posted by (twitter: @Mach60KAS)
Saturday, April 21st, 2012 1:30 am

Sitting enjoying a cup of tea due to a lack of them. The ones I’m having are too large scale; entirely unfeasible for this time scale. Still, I’m certain an idea will come to me in time. :) If not, I’ll go for a walk and see what happens!

I’m in!

Posted by (twitter: @Mach60KAS)
Friday, April 20th, 2012 8:08 am

Managed to be totally free of work etc this weekend, so I should actually be able to get stuff done!

I’ll likely be using Stencyl, SFXR, Pickle and PxTone for my game and assets, and I’ll try to get a timelapse video done, too. :)

I certainly wonder what the theme will be…

Harsh Reality

Posted by (twitter: @Mach60KAS)
Sunday, December 18th, 2011 3:27 pm

There is, unfortunately, no way that this game is getting finished within either the Compo or the Jam. For LD23, I’ll definitely remember to ask it off work. Else I’ll end up in the same rut again. Oh well, at least I got some more practice with Stencyl. 😉

Planetary Friendship 5000 Deluxe Extreme Plus!

Posted by (twitter: @Mach60KAS)
Saturday, December 17th, 2011 3:36 am

The only game in which you play as Jupiter!

One day, Jupiter was sitting around in his orbit, when he thought to himself, “How lonely I truly am.” So a kind wizard give him omnipotence, so that Jupiter could make friends! Join Jupiter on his travels through space as he uses the power of gravity to make friends! Through assimilation!

Jupiter while "making friends".

Jupiter while "making friends".

I’ll be using Stencyl for the game itself. Can I get this finished? Work would disagree with me.

First Ludum Dare!

Posted by (twitter: @Mach60KAS)
Friday, December 16th, 2011 4:58 pm

Rather excited to be entering the Ludum Dare this time around! My time is very much occupied for most of this weekend sadly, but I’ll try to do as much as I humanly can. :)

What little I can make, will be done with:

  • Stencyl
  • sfxr
  • Photoshop / Fireworks
  • pxtone
  • Famitracker

Looking forward to the theme announcement very much just now!

Fingers crossed for a good LD,

Mach60KAS

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