About mcapraro (twitter: @mcapraro)

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You were there *Award* #LD30
Awarded by alvivar
on September 2, 2014

mcapraro's Archive

I spoke too soon

Posted by (twitter: @mcapraro)
Saturday, April 18th, 2015 11:27 am

well, Enderosc and I wont be able to make it after all. unfortunately some issues came up this weekend (argh!). we will really miss not participating, but will be thinking about this all weekend as we do our other commitments. good luck everyone!

EnderOsc (my son) and I are in!

Posted by (twitter: @mcapraro)
Wednesday, April 15th, 2015 10:49 pm

We have a busy weekend but will give this a go!

EnderOsc (10yo) will likely use Scratch

I will likely use Flash.

Can’t wait!

Our 3rd papa + son game jam – post mortem!

Posted by (twitter: @mcapraro)
Thursday, September 11th, 2014 10:55 am

Photo

Oscar and I participated in our third game jam, Ludum Dare 30! The theme of the game jam was “connected worlds” and both of our entries were for the 48-hour competition.

Once again, we had a blast! It was frantic and crazy and that’s part of the fun. We also learned a lot, which I think is a big part of the “jam” format.

Read the rest of the blog post…

 

Play & rate the games

Oscar’s Game: the HEROES quest

My Game: LyftOff!

Time Lapse

Oscar’s Game (youtube)

My Game (youtube)

Father & Son LD #3: We did it!

Posted by (twitter: @mcapraro)
Sunday, August 24th, 2014 7:14 pm

Phew, we made it just under the wire! All my lofty dreams feel by the wayside so i threw together what i could. I had planned a Unity game, then realized I just didnt know enough, but that set me back a ton. So i went back to good ole Flash, but then missed messing in Unity. Not the best situation for creating something fun in 48 hours! Lessons learned: 1. choose the tools that you know! LD is most fun when i get to focus on creating the story, the gameplay, and the visuals… rather than how to properly UV a sphere!!!! 2. dont give up! there were a few times this LD that i thought i would just throw in the towel, Oscar was a great motivator and pushed me on (thanks Osc!). 3. have fun watching your game emerge! ok, not a lesson, but it’s always a highlight of LD – watching the game you thought you were going to build come to live and evolve into something unknown

 

Here’s my entry, LyftOff!

lyftoff-screen-1

 

 

Oscar’s entry is totally cool too, the HEROES quest.

 

Play LyftOff

 

Play the HEROES quest

Thanks everyone! Michelangelo (the older dude) and Oscar (the little guy)!

 

Photo

So much to do and earthquakes!

Posted by (twitter: @mcapraro)
Sunday, August 24th, 2014 9:26 am

Photo Photo2

Well, my 3rd LD is not moving along the way i would like – does it ever?!?! Super behind, not even sure i will have anything to show for the compo.

enderosc is jamming on his game though, as usual, with some fun stuff and no fear – JUST DIVE IN AND DONT LOOK BACK!- 9 year olds can be wise beyond their game-jamming years!

i felt the earthquake at 3am though!

 

We are in!

Posted by (twitter: @mcapraro)
Friday, August 22nd, 2014 10:57 am

coding sm

9yo enderosc and i are both in it, for our 3rd LD!

enderosc will be using Scratch

I will be using Unity for the first time! i realize i may be biting off more than i can chew here :)

The Vole Beneath and Pixel Bat Attack Post Mortems…

Posted by (twitter: @mcapraro)
Thursday, May 1st, 2014 10:17 pm

(some of this is copied from my blog article here)

 

coding sm

My son (9 year old Oscar) and I participated in our second Ludum Dare Game Jam, #29, and it was, once again, a really rewarding and insightful experience.

Oscar used Scratch for developing his game (the new web-based version) and I used Flash, FDT, Citrus Engine, Illustrator, Photoshop, Audition, GarageBand, and Dragon Bones.

First, Take Aways

As with the last game jam, we learned a ton!

Oscar learned that you aren’t really done when you think you are done. This is especially true I think in any art of programming endeavor. There are bugs, refinements, and ways to make things smoother and more efficient. It’s a good lesson.

I also noticed Oscar having a bigger awareness of the things needed for a game to be playable – like a story, a clear goal, instructions. I love seeing how his knowledge is growing just from seeing others play his creation.

For me, I learned that it’s good to let go of the desire to have a unique idea, and instead focus on having a good idea. This may not be the case all the time, but starting with a good idea, and flushing it out seemed to lead to something pretty unique anyway.

This second gam jam continued to reinforce how awesome I think this approach to anything is: given a ridiculously short amount of time, we were able to create things that would probably feel much more daunting if we had wanted to make them over weeks or months of time. When you don’t have time to really think too much or second-guess design ideas, approaches to problems, or adding extra features or details, you just plow through and your mind seems to automatically prioritize the right things and in a pretty good order.

(more…)

it was an awesome father/son game jamming weekend!

Posted by (twitter: @mcapraro)
Tuesday, April 29th, 2014 11:01 pm

oscar (9 years old) and i participated in our second ludum dare and it was awesome once again! this is a great activity for young game makers and we can’t wait for the next one! we’ll be posting time lapse videos and post mortems, but in the mean time, here’s us deep in coding thought…

coding sm

Oscar’s game: pixel bat attack

My game: the vole beneath

 

the vole beneath!!!!!

Posted by (twitter: @mcapraro)
Monday, April 28th, 2014 5:31 pm

hey all, super excited to post my little 1-level game: the vole beneath

i couldn’t make the compo but was able to get this done in time.

screen2

 

if the next 30 minutes permits, maybe sounds and other goodies will get in there…

 

play it here ->

What I’m using…

Posted by (twitter: @mcapraro)
Friday, April 25th, 2014 5:58 pm

Minutes left, and forgot to post my tools…

i will be using the same tools as last time:

  • Art: Photoshop, Illustrator, Flash
  • Code: FDT, Adobe AIR, Flash, CitrusEngine, Starling
  • Sound: Adobe Audition

Aside from CitrusEngine and Starling i am adding some publicly available utilities i wrote last time, they are in the src folder of my LD28 project. Most notably, the TiledBackgound class and the ShapeConverter class.

my son (enderosc) is using Scratch for his game

OK, good luck all!

 

IMG_4767 sm

 

 

 

this is my second LD….

Posted by (twitter: @mcapraro)
Wednesday, April 23rd, 2014 9:32 pm

… and i really CAN’T WAIT!

LD28 was so great, and so fun, and really built my confidence for game-making. An amazingly fulfilling exercise. Once again, my son (9yo enderosc) will be participating as well and using Scratch. I’ll be using Citrus Engine via AS3 via FDT with some other libraries along the way that i will try and post. Good luck all and have a blast!

Bowerbird Quest: Post-Post-Mortem

Posted by (twitter: @mcapraro)
Saturday, December 21st, 2013 11:54 pm

Inspired by a lot of the recent post-mortem posts, i wanted to expand on my previous post-mortem and explore the what worked and what didn’t in Bowerbird Quest

 

What Worked

Visuals: I think once i had the concept down and had an idea of what i wanted the birds to look like, everything else seemed to flow into place. i had not anticipated drawing in this style but had been wanting to do something flat and simple so i wouldn’t lose too much time creating visuals and not get enough time to code them up

Concept: i think overall my concept was OK. i like the idea of a memory game with one chance to get it right.

Tools: Flash + Citrus Engine was such an awesome combination for development platform, and i had been playing in them before so i didn’t lose too much time trying to learn the tools.

 

What Didn’t Work

Theme: i think the theme of “you only get one” got lost since i didn’t really communicate that and at some point i decided to let players take the round over again. i think if i take that out and make users have to start from round 1 when they make a mistake, it can better connect again with the theme.

No Sound: i ran out of time and as a result, didnt have any time for sound. i had originally planned to have sound and playing it silently just kills the mood. hopefully next time i move this up in the priority list.

Controls: the jumping behavior needs to be tightened up a lot. right now it feels unpredictable and hard to trust when yu are a player.

Animation: there just isnt enough animation in it for me. i want the jumping animation to actually have different sprites. the menus should animate in. again, time was the limiter and a couple of time-killing bugs kept me from getting to where i had envisioned it.

>> Play it Here <<

 

Bowerbird Quest – Post Mortem

Posted by (twitter: @mcapraro)
Monday, December 16th, 2013 4:04 pm

the Ludum Dare #28 game jam is over. it was an amazing time actually. surprisingly fun. the 48 hour constraint is just so awesome! (you can see the final entry here)

i think the constraint appeals to me as a designer, where constraints seem to fuel the creativity, it seems to give me an obstacle to deal with and create something more unique. in the case of game design, i think it forced me to really think about what i could get done and still be playable and nice to look at.

that was the most interesting aspect of the time limit: that it forced me to prioritize early on and not waste much time. as i worked out the concept and started building, anything that seemed questionable got changed and i moved on from it.

Read more and see the time-lapse here: http://mcapraro.com/blog/ludum-dare-28-bowerbird-quest-post-mortem/

Submitted: Bowerbird Quest!

Posted by (twitter: @mcapraro)
Sunday, December 15th, 2013 6:48 pm

Here it is, you only get one… chance to see what the bird wants you to get. still needs a lot of love but wanted to submit before it got too late.

main-screenshot

http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=28472

This was seriously so fun! I had a blast. It was nerve wracking for sure and i wasnt sure i could really get a game done that was even remotely playable (verdict still out on that one). Can’t wait to do this again. Now on to playing and voting

Final Stretch…

Posted by (twitter: @mcapraro)
Sunday, December 15th, 2013 10:55 am

I have really been enjoying my first Ludum Dare!

I think i have the basic game mechanic working and the artwork is mostly done. I still need menus and other UI and i have to work on levels and sound… wow, lot’s still to do in the next 8 hours!

Bowerbird Quest

screen1

 

The basic concept is you only get one chance to see what items (and order of items) you need for your quest. Then you go out and get stuff and hope that your potential mate (these are bowerbirds by the way) approves. If you got the items, order, or number wrong, NO LOVE FOR YOU!

I hadn’t posted before what i am using to put this all together, so here it is:

Art: Photoshop, Illustrator, Flash

Code: FDT, Adobe AIR, Flash, CitrusEngine

Sound: Adobe Audition

 

first timer…

Posted by (twitter: @mcapraro)
Friday, December 6th, 2013 10:13 pm

and i cant wait! my 9 year old son might join in the fun too!

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