About MaxguN (twitter: @f_fortat)

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Ludum Dare 37
 
Ludum Dare 36
 
Ludum Dare 35
 
Ludum Dare 31
 
Ludum Dare 28
 
Ludum Dare 26

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Starting my 5th LD with a submarine exploration game

Posted by (twitter: @f_fortat)
Saturday, August 27th, 2016 6:02 am

A late “I’m in” post. It’s my 5th LD and this time I’m going for a top down submarine exploration game.

2016-08-27 12_53_21-Submarine

A submarine and a sea mark fully animated

I’m making it with Javascript using :

  • Pixi.js
  • Sublime Text 2
  • Pickle Editor
  • Tiled

This time I want to add some “story” to my entry, will try to make a dialog system with some puzzles / riddles. The idea is to retrieve parts to build an item made of ancient technology.

I’m streaming, so if you want to stop by : https://www.twitch.tv/maxguntv

Online version : http://maxgun.fr/ld36/

Sources : https://github.com/MaxguN/ld36-submarine

BEARPG – Day two

Posted by (twitter: @f_fortat)
Sunday, December 7th, 2014 10:14 am

It’s day two and the game is progressing.

I don’t know if I’ll be able to make everything for the game to be complete (at least what I thought I would do for the compo) but it’s in a playable state with ennemy respawn.

screenshot3

Among things that still need to be done :

  • ennemies following and hitting the player
  • player losing life when gettign hit
  • player gaining energy and life when knocking out an ennemy
  • knockback when hit
  • abilities when leveling up
    • increase max life (x2)
    • increase max energy (x2)
    • special punch
    • special kick
    • ultra kick
  • start screen
  • end screen
  • scoring

That’s it. Well, looking at the list, it’s rather long but I think the last thing to get implemented will be abilities.

 

The game : http://maxgun.fr/ld31/

The source : https://github.com/MaxguN/ld31-bearpg/

The game page : http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=21322

The livestream : http://www.twitch.tv/maxguntv

BEARPG – First build

Posted by (twitter: @f_fortat)
Saturday, December 6th, 2014 4:35 pm

I’ve been working slowly today, procrastinating a bit too much. But it’s ok, with Unity, things go much faster than from scratch as I’m used to do.

I have the basic set of the game there : the player, a punch, a kick, two killable ennemies.

screenshot2

Next I should add an animation for the ennemies KO and implement the revitalization feature. Then there will be character’s life/energy and lvl up before new abilities. And that’ll make the minimum set of features for the game. Anything more will be bonus :)

 

Current state of the game : http://maxgun.fr/ld31/

Game page : http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=21322

Source : https://github.com/MaxguN/ld31-bearpg

Livestream : http://www.twitch.tv/maxguntv

BEARPG – Paper concept

Posted by (twitter: @f_fortat)
Saturday, December 6th, 2014 8:02 am

Finally back for a Ludum Dare, it’s my third one.

I started a bit late this time, mostly went outside while thinking about the theme and my concept. The core of it is now written down :DSC_0781

It’s a mix between a Beat’em all and a RPG (hence the name). You play a bearded stickman in a closed room where two machines can revitalize beaten ennemies (and sometimes duplicate them). You can level up and choose to upgrade some abilities. Your goal is to get highest score.

That’s it for the concept part, now I’ll go for some “art” before programming.

I’ll try to make this one with Unity and I might be streaming some time during the weekend.

 

Source repo : https://github.com/MaxguN/ld31-bearpg

Twitch channel : http://www.twitch.tv/maxguntv

Do not get shot – close to end

Posted by (twitter: @f_fortat)
Sunday, December 15th, 2013 4:03 pm

The game is not what i thought it would be but i’m still quite happy with it. It’s my first shoot’em up, always wanted to make one, now it’s done and I’d like to do more. I’ll try to add some sfx but not sure if it’ll end up in the final entry.

You can try it here : http://maxgun.fr/ld28/

title

 

The thing I like with this game is, it is hard. I don’t even know if my level can really be finished. I went to the end in god mode but I think it can be done following the rules. At least it is challenging and i’ve been playing it a lot since it’s in a playable state.

For your information, the maximum score should be 150 699. If someone comes up with more, you’ll know he has cheated (or experienced a bug). If someone comes up with this score, he’ll have cheated two, some ennemies can’t be killed without taking a hit.

I hope you’ll enjoy it, any feedback is welcome.

Do not get shot – playable

Posted by (twitter: @f_fortat)
Sunday, December 15th, 2013 10:41 am

An update since my first post yesterday about the prototype of my game. Now I’ve made a basic editor for the level and implemented all the basic stuff for the game.

donotgetshot

 

It’s quite raw, I need to add all the fançy parts (menu, end screen, maybe a scoreboard.

The game is hard, it’s the way I’ve designed it. For the moment it’s only the start of the level. I’ll finish the level design more close to the end. I wanted to add some features to the editor to add moves to the ennemies but I might not have the time for it. Will see.

You can try the game here: http://maxgun.fr/ld28/

If you get shot, the level restarts.

Any feedback is welcome :)

One Try (working title) – Prototype

Posted by (twitter: @f_fortat)
Saturday, December 14th, 2013 3:07 am

For my second LD, I decided to go for a shoot’em up.  The theme related thing is you get only one try to make your score. Well, meaning you have one life, get hit once and it’s game over.

onetry

 

You can try the prototype made with Construct 2 there : http://maxgun.fr/ld28/proto/

Controls are :

  • Space to continously shoot
  • Arrows to move
  • F5 to retry when dead

I plan on adding other ennemy types with different patterns.

Now I’ll start coding the real game in javascript, and i should make a small editor to create the level (I think there will be only one, more if I have time).

² – Post Compo Update #1

Posted by (twitter: @f_fortat)
Tuesday, May 7th, 2013 2:38 am

Some news for my entry ^2.

I have reworked the collisions and they are now much less buggy (or at least you shouldn’t be misplaced in the level due to collisions anymore). I have removed the first sneaky circle and I have added a reset shortcut (R key) which brings ² to its starting position.

More to come in the next days.

 

Post compo : http://maxgun.fr/games/square/

Entry page : http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=21322

Compo : http://maxgun.fr/ld26/

² – Post Mortem

Posted by (twitter: @f_fortat)
Saturday, May 4th, 2013 3:10 am

I wanted to wait some time before making this post. Mostly to get some feedback from players and also to take more time to look back at that week-end.

^2 - Title screen

 

 

What I prepared

First, this wasn’t my first game jam but it was my first Ludum Dare et my first solo jam. I’m a programmer and I suck at pretty much everything else (including level design). I mostly make HTML5 games and I’m used to build my games from nothing. So I don’t use mapping tools nor I use canvas libraries.

So before the weekend, I wanted to make my own warmup and check out some tools. I took a look at Construct 2 following the two first tutorials. I found it nice and quite useful for prototyping. One reason I tried it was Rytlock’s Critter Rampage made by ArenaNet as a side retro game to one of their in game event in Guild Wars 2. It’s made with Construct 2 so I saw what could be made with it. Though, the free version seems to be way too much limited to make a complex game.

I also took a look at Tiled. I’ve tried this tool before but never used it for games I’ve made because i didn’t like working with XML. This time I asked myself if there was a way to make a JSON exporter until I found out that this feature was there out of the box. That was a good point.

Finally, I brainstormed a bit on what game to do. I wanted to make a stickman fight game, so either a beat’em all, a platformer or a vs fighting game. The main problem was I wanted a stickman engine to render it in real time and not use sprites. A bit too big for a 48h game with my experience. So i thought about a platformer with stickman sprites.

 

How went the weekend

For the weekend, I wanted to be up for most time. I know sleep is important so I planed good nights of sleep and even cleaned my appartement and prepared better food/drinks than usual. Being in CEST timezone, LD started at 4:00 am. I woke up at 4:30 after a good 9 hours sleep. At first I wasn’t inspired by the theme. But then I remembered my platformer idea and went for a simpler form : take a square. How to move it ? Make it roll. Not quite efficient, circles are better at that. Oh, why the square wouldn’t be jealous of the circles and make it beat them all ? That’s how went my brainstorming phase.

With that idea, I first wanted to see how it would look and if it was any good so I went for a prototype with Construct 2. I made the sprites with GraphicsGale (first time with it) and then imported them. The prototype was ready in 30 minutes and it was looking good. Great occasion to post it already as my entry. As there was a low number of entries, it had a guaranted visibility. Thanks to it I had some early feedback so I knew the idea was good enough.

^2 - Prototype

Then went some long hours on reaching the prototype status with everything coded by myself. Took me most of saturday. I used Tiled to make a test level and see how i could use all the parameters present in the JSON object. That was quick and it took me no time to get the level displayed.

^2 - Level design

After a not so long night of sleep, sunday brought all the game mechanics implementations, some bug fixing (not much done finally) and all the polishing. The final version was uploaded nearly 30 minutes before the end of the 48 hours. By the way, I didn’t know about the 1 extra hour for submission so I really thought i had to be all set at the end of the 48 hours. Now I know for next Ludum Dare.

And there it is, ^2 is published, with it’s bunch of bugs but I quite enjoy what I’ve made.

^2 - Final game

 

The good points

Now, the good parts of the week-end.

First I learned well about tools. It made me want to use more Construct 2 or any other game building tool to prototype games. It’s really efficient with only basic knowledge of the tool. And now i think I’ll mostly use Tiled for mapping when the map type allows it. I might check out other mapping tools but I quite like this one. Also I made my first decent sprites and animations (though it was only b&w and basic shapes) and made me discover the tools to make then.

I had the healthiest weekend for a long time. I’ve been doing much more for me than I usually do so I didn’t have to think about it during the jam. It has also been a great time. I didn’t paticipate over IRC but it was nice to read the discusions there and how everyone was progressing.

As for code learning, I’ve found new ways to implement efficiently animations and game state management. Something profitable for my next games.

Finally, as for the game itself, I want to really finish it by fixing the collision bugs, add sfx and music and add some levels. After that, I even have ideas for at least two sequels. I think I’ll try to allocate myself some time to make them. It might even make me start learning about 3D.

 

The bad points

But not everything was perfect. Some things I could improve.

First, I should have taken more active pauses. I think I spent something like 35 hours in front of my computer during the LD. I’d say at least for 10 to 15 hour I wasn’t focused on making the game. In these 15 hours, some were dedicated to playing games, reading IRC or else. And I’d say at least 5 hours were dedicated to nothing. Really. Just not knowing what to do. I think in these times I should have just left for a walk or a nap or anything else not taking place in front of the computer.

The second bad point was bug fixing. I postponed it too much. In fact, I made a first rough version which was designed for a specific type of tiles (I didn’t have any roof at first for exemple, so I didn’t bother to make collisions for them). I kept telling myself to fix those bugs but I ended up doing this between midnight and 4:00 am in the night between sunday and monday. I finished by having something but not any better than what I already had so I chose to keep what I had. But now from user feedback, I see a lot of people are facing those bugs and end up in impossible scenarios as then don’t know what to do to get out of the bug. So from now on I’ll add “fix it early” as high priority on my todo-lists.

Last, I’m a bad level designer. One recurrent comment in player feedback is how the level is difficult (starting with the first jump and the first ennemy). I know I tend to be nasty with players when it comes to level design so I’ll try to make it smoother for next games.

And I think that’s all.

 

To conclude

Overall, it was a great week-end and I’m very happy with what I ended up doing. That’s one more game developped :). I’ve been wanting to participate in LD for some editions now, maybe 2 years. But every time I had something else scheduled on the LD week-ends. I’ll try to keep free spots for the next ones.

I’ve also made a walkthrough video of ^2. As many player can’t go through first ennemy or get stuck in the first trap, I thought it could help to see how the level can be achieved or at least how the game looks like.

 

TL;DR

First LD but not first game jam. I’ve been enjoying this week-end and I’m happy with what I did. I learned to use new tools (Construct 2, Tiled, GraphicsGale) and I now know the benefits of prototyping with a tool making it simple (Construct 2). I was organized enough but should have made more real pauses (not being in front of my computer while take them). I should fix bugs way earlier, postponing it ended up in a buggy game. And don’t be too nasty when level designing.

 

 

Entry page : http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=21322

Game link (web) : http://maxgun.fr/ld26/

Source on github : https://github.com/MaxguN/ld26-square

² – Final Update #7

Posted by (twitter: @f_fortat)
Sunday, April 28th, 2013 7:22 pm

Week-end is over. I haven’t done all i wanted to do for ² but i’m quite happy with what i’ve done. There are still bugs with collisions and because of my lack of knowledge in git, my last minute refresh didn’t make it to the final version.

We’ll see how the game does but i find it enjoyable.

So now let’s take some sleep and we’ll see for the next weeks what everyone has done this week-end.

² – Update #6

Posted by (twitter: @f_fortat)
Sunday, April 28th, 2013 11:21 am

The game is now in a good state with menu and hud.

Capture du 2013-04-28 20:04:06

Now is time for polishing and adding some stuff. First, bugs, as promised and then sfx/music + other levels and some surprises.

Capture du 2013-04-28 20:05:05

² – Update #5

Posted by (twitter: @f_fortat)
Sunday, April 28th, 2013 6:29 am

Okay so, now, ² has its first level. It shouldn’t be too hard but should give some challenge for first timers : http://maxgun.fr/ld26

Capture du 2013-04-28 15:24:00

 

If i got time i should add 2 more levels but for now, i’ll add a hud, a menu and fix bugs.

Capture du 2013-04-28 15:24:27

Feel free to comment on level difficulty :)

² – Update #4

Posted by (twitter: @f_fortat)
Sunday, April 28th, 2013 4:17 am

Base game mechanics are all in. Now let’s go for some level design. Except for test levels, I’ve never done that so let’s give it a try !

Capture du 2013-04-28 13:07:31

Time for lunch now, then i’ll have around 10 hours to finish the game (euro time + monday work won’t help)

² – Update #3

Posted by (twitter: @f_fortat)
Sunday, April 28th, 2013 2:04 am

Small update after wake up, i’ve improved the jumping physics. Now you can jump over the bigger gap.

Now lets go back to serious stuff : kicking 😀

² – Update #2

Posted by (twitter: @f_fortat)
Saturday, April 27th, 2013 7:04 pm

The day wasn’t as productive as planned but enjoyable.

Now left Construct 2 and running on my own version of the game. Made a basic level with TIled and imported it as json. Display is ok.

I’ve added ² too. He can run around, jump and fall. Next move will be some kicking. After that i’ll add back circles before making some level design. I’ll add some music/fx if i got time.

Lonesome ²

Good night to all europeans :)

² – Update #1

Posted by (twitter: @f_fortat)
Saturday, April 27th, 2013 3:58 am

First LD for me (not first game jam though).

I decided to make a platformer with a square and some circles. So far, I got some base sprites and tiles and a prototype made with Construct 2 to see how it renders and test some mechanics if needed.

I also got a prototype map made with Tiled so now I’m going to start coding.

Prototype can be tested there : http://maxgun.fr/ld26/

Source on github : https://github.com/MaxguN/ld26-square

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